void UAkGameplayStatics::SetRTPCValue( FName RTPC, float Value, int32 InterpolationTimeMs = 0, class AActor* Actor = NULL )
{
	FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
	if( AudioDevice && RTPC.IsValid() )
	{
		AudioDevice->SetRTPCValue( *RTPC.ToString(), Value, InterpolationTimeMs, Actor );
	}
}
void UInterpTrackAkAudioRTPC::UpdateTrack(float NewPosition, UInterpTrackInst* TrInst, bool bJump)
{
	AActor* Actor = TrInst->GetGroupActor();

	float DefaultValue = 0.0f;
	float NewFloatValue = FloatTrack.Eval( NewPosition, DefaultValue );

	FAkAudioDevice * AudioDevice = FAkAudioDevice::Get();
	if( AudioDevice && Param.Len() )
	{
		AudioDevice->SetRTPCValue( *Param, NewFloatValue, 0, Actor );
	}
}