void UAkGameplayStatics::StopActor(class AActor* Actor)
{
	if ( Actor == NULL )
	{
		UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::StopActor: NULL Actor specified!"));
		return;
	}

	FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
	if( AudioDevice )
	{
		AudioDevice->StopGameObject(AudioDevice->GetAkComponent(Actor->GetRootComponent(), FName(), NULL, EAttachLocation::KeepRelativeOffset));
	}
}
class UAkComponent * UAkGameplayStatics::GetAkComponent( class USceneComponent* AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType )
{
	if ( AttachToComponent == NULL )
	{
		UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::GetAkComponent: NULL AttachToComponent specified!"));
		return NULL;
	}

	FAkAudioDevice * AkAudioDevice = FAkAudioDevice::Get();
	if( AkAudioDevice )
	{
		return AkAudioDevice->GetAkComponent( AttachToComponent, AttachPointName, &Location, LocationType );
	}

	return NULL;
}
void UAkGameplayStatics::SetOcclusionRefreshInterval(float RefreshInterval, class AActor* Actor )
{
	if ( Actor == NULL )
	{
		UE_LOG(LogScript, Warning, TEXT("UAkGameplayStatics::SetOcclusionRefreshInterval: NULL Actor specified!"));
		return;
	}

	FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
	if( AudioDevice )
	{
		UAkComponent * ComponentToSet = AudioDevice->GetAkComponent(Actor->GetRootComponent(), FName(), NULL, EAttachLocation::KeepRelativeOffset);
		if( ComponentToSet != NULL )
		{
			ComponentToSet->OcclusionRefreshInterval = RefreshInterval;
		}
	}
}