void UAnimCompress_BitwiseCompressOnly::DoReduction(UAnimSequence* AnimSeq, const TArray<FBoneData>& BoneData)
{
#if WITH_EDITORONLY_DATA
	// split the raw data into tracks
	TArray<FTranslationTrack> TranslationData;
	TArray<FRotationTrack> RotationData;
	TArray<FScaleTrack> ScaleData;
	SeparateRawDataIntoTracks( AnimSeq->RawAnimationData, AnimSeq->SequenceLength, TranslationData, RotationData, ScaleData );

	// Remove Translation Keys from tracks marked bAnimRotationOnly
	FilterAnimRotationOnlyKeys(TranslationData, AnimSeq);

	// remove obviously redundant keys from the source data
	FilterTrivialKeys(TranslationData, RotationData, ScaleData, TRANSLATION_ZEROING_THRESHOLD, QUATERNION_ZEROING_THRESHOLD, SCALE_ZEROING_THRESHOLD);

	// bitwise compress the tracks into the anim sequence buffers
	BitwiseCompressAnimationTracks(
		AnimSeq,
		static_cast<AnimationCompressionFormat>(TranslationCompressionFormat),
		static_cast<AnimationCompressionFormat>(RotationCompressionFormat),
		static_cast<AnimationCompressionFormat>(ScaleCompressionFormat),
		TranslationData,
		RotationData, 
		ScaleData);

	// record the proper runtime decompressor to use
	AnimSeq->KeyEncodingFormat = AKF_ConstantKeyLerp;
	AnimationFormat_SetInterfaceLinks(*AnimSeq);
	AnimSeq->CompressionScheme = static_cast<UAnimCompress*>( StaticDuplicateObject( this, AnimSeq, TEXT("None")) );
#endif // WITH_EDITORONLY_DATA
}
void UAnimCompress_RemoveLinearKeys::CompressUsingUnderlyingCompressor(
	UAnimSequence* AnimSeq,
	const TArray<FBoneData>& BoneData,
	const TArray<FTranslationTrack>& TranslationData,
	const TArray<FRotationTrack>& RotationData,
	const TArray<FScaleTrack>& ScaleData,
	const bool bFinalPass)
{
	BitwiseCompressAnimationTracks(
		AnimSeq,
		static_cast<AnimationCompressionFormat>(TranslationCompressionFormat),
		static_cast<AnimationCompressionFormat>(RotationCompressionFormat),
		static_cast<AnimationCompressionFormat>(ScaleCompressionFormat),
		TranslationData,
		RotationData,
		ScaleData,
		true);

	// record the proper runtime decompressor to use
	AnimSeq->KeyEncodingFormat = AKF_VariableKeyLerp;
	AnimationFormat_SetInterfaceLinks(*AnimSeq);
}