bool UAnimSingleNodeInstance::NativeEvaluateAnimation(FPoseContext& Output)
{
	if (CurrentAsset != NULL)
	{
		//@TODO: animrefactor: Seems like more code duplication than we need
		if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(CurrentAsset))
		{
			InternalBlendSpaceEvaluatePose(BlendSpace, BlendSampleData, Output.Pose);
		}
		else if (UAnimSequence* Sequence = Cast<UAnimSequence>(CurrentAsset))
		{
			if (Sequence->IsValidAdditive())
			{
				FA2Pose BasePose;
				FA2Pose AdditivePose;

				BasePose.Bones.AddUninitialized(Output.Pose.Bones.Num());
				AdditivePose.Bones.AddUninitialized(Output.Pose.Bones.Num());

				FAnimExtractContext ExtractionContext(CurrentTime);
				Sequence->GetAdditiveBasePose(BasePose.Bones, RequiredBones, ExtractionContext);
				Sequence->GetAnimationPose(AdditivePose.Bones, RequiredBones, ExtractionContext);
				if (Sequence->AdditiveAnimType == AAT_LocalSpaceBase)
				{
					ApplyAdditiveSequence(BasePose, AdditivePose, 1.0f, Output.Pose);
				}
				else
				{
					BlendRotationOffset(BasePose, AdditivePose, 1.0f, Output.Pose);
				}
			}
			else
			{
				// if sekeltalmesh isn't there, we'll need to use skeleton
				FAnimationRuntime::GetPoseFromSequence(Sequence, RequiredBones, Output.Pose.Bones, FAnimExtractContext(CurrentTime, Sequence->bEnableRootMotion));
			}
		}
		else if (UAnimComposite* Composite = Cast<UAnimComposite>(CurrentAsset))
		{
			const FAnimTrack& AnimTrack = Composite->AnimationTrack;

			// find out if this is additive animation
			EAdditiveAnimationType AdditiveAnimType = AAT_None;
			if (AnimTrack.IsAdditive())
			{
				FA2Pose AdditivePose;
				FA2Pose BasePose;

				BasePose.Bones.AddUninitialized(Output.Pose.Bones.Num());
				AdditivePose.Bones.AddUninitialized(Output.Pose.Bones.Num());
				AdditiveAnimType = AnimTrack.IsRotationOffsetAdditive()? AAT_RotationOffsetMeshSpace : AAT_LocalSpaceBase;
				
				// get base pose - for now we only support ref pose as base
				FAnimationRuntime::FillWithRefPose(BasePose.Bones, RequiredBones);
				
				//get the additive pose
				FAnimationRuntime::GetPoseFromAnimTrack(AnimTrack, RequiredBones, AdditivePose.Bones, FAnimExtractContext(CurrentTime, RootMotionMode == ERootMotionMode::RootMotionFromEverything));

				// if additive, we should blend with source to make it fullbody
				if (AdditiveAnimType == AAT_LocalSpaceBase)
				{
					ApplyAdditiveSequence(BasePose,AdditivePose,1.f,Output.Pose);
				}
				else if (AdditiveAnimType == AAT_RotationOffsetMeshSpace)
				{
					BlendRotationOffset(BasePose,AdditivePose,1.f,Output.Pose);
				}
			}
			else
			{
				//doesn't handle additive yet
				FAnimationRuntime::GetPoseFromAnimTrack(AnimTrack, RequiredBones, Output.Pose.Bones, FAnimExtractContext(CurrentTime, RootMotionMode == ERootMotionMode::RootMotionFromEverything));
			}
		}
		else if (UAnimMontage* Montage = Cast<UAnimMontage>(CurrentAsset))
		{
			// for now only update first slot
			// in the future, add option to see which slot to see
			if (Montage->SlotAnimTracks.Num() > 0)
			{
				FA2Pose SourcePose;
				SourcePose.Bones.AddUninitialized(Output.Pose.Bones.Num());
				if (Montage->IsValidAdditive())
				{
#if WITH_EDITORONLY_DATA
					// if montage is additive, we need to have base pose for the slot pose evaluate
					if (Montage->PreviewBasePose && Montage->SequenceLength > 0.f)
					{
						Montage->PreviewBasePose->GetBonePose(SourcePose.Bones, RequiredBones, FAnimExtractContext(CurrentTime));
					}
					else
#endif // WITH_EDITORONLY_DATA
					{
						FAnimationRuntime::FillWithRefPose(SourcePose.Bones, RequiredBones);				
					}
				}
				else
				{
					FAnimationRuntime::FillWithRefPose(SourcePose.Bones, RequiredBones);				
				}

				SlotEvaluatePose(Montage->SlotAnimTracks[0].SlotName, SourcePose, Output.Pose, 1.f);
			}
		}
	}

	if(CurrentVertexAnim != NULL)
	{
		VertexAnims.Add(FActiveVertexAnim(CurrentVertexAnim, 1.f, CurrentTime));
	}

	return true;
}
bool UAnimSingleNodeInstance::NativeEvaluateAnimation(FPoseContext& Output)
{
	if (CurrentAsset != NULL)
	{
		//@TODO: animrefactor: Seems like more code duplication than we need
		if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(CurrentAsset))
		{
			InternalBlendSpaceEvaluatePose(BlendSpace, BlendSampleData, Output);
		}
		else if (UAnimSequence* Sequence = Cast<UAnimSequence>(CurrentAsset))
		{
			if (Sequence->IsValidAdditive())
			{
				FAnimExtractContext ExtractionContext(CurrentTime, Sequence->bEnableRootMotion);

				Sequence->GetAdditiveBasePose(Output.Pose, Output.Curve, ExtractionContext);

				FCompactPose AdditivePose;
				FBlendedCurve AdditiveCurve;
				AdditivePose.SetBoneContainer(&Output.Pose.GetBoneContainer());
				AdditiveCurve.InitFrom(Output.Curve);
				Sequence->GetAnimationPose(AdditivePose, AdditiveCurve, ExtractionContext);

				FAnimationRuntime::AccumulateAdditivePose(Output.Pose, AdditivePose, Output.Curve, AdditiveCurve, 1.f, Sequence->AdditiveAnimType);
				Output.Pose.NormalizeRotations();
			}
			else
			{
				// if SkeletalMesh isn't there, we'll need to use skeleton
				Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(CurrentTime, Sequence->bEnableRootMotion));
			}
		}
		else if (UAnimComposite* Composite = Cast<UAnimComposite>(CurrentAsset))
		{
			FAnimExtractContext ExtractionContext(CurrentTime, ShouldExtractRootMotion());
			const FAnimTrack& AnimTrack = Composite->AnimationTrack;

			// find out if this is additive animation
			if (AnimTrack.IsAdditive())
			{
#if WITH_EDITORONLY_DATA
				if (Composite->PreviewBasePose)
				{
					Composite->PreviewBasePose->GetAdditiveBasePose(Output.Pose, Output.Curve, ExtractionContext);
				}
				else
#endif
				{
					// get base pose - for now we only support ref pose as base
					Output.Pose.ResetToRefPose();
				}

				EAdditiveAnimationType AdditiveAnimType = AnimTrack.IsRotationOffsetAdditive()? AAT_RotationOffsetMeshSpace : AAT_LocalSpaceBase;

				FCompactPose AdditivePose;
				FBlendedCurve AdditiveCurve;
				AdditivePose.SetBoneContainer(&Output.Pose.GetBoneContainer());
				AdditiveCurve.InitFrom(Output.Curve);
				Composite->GetAnimationPose(AdditivePose, AdditiveCurve, ExtractionContext);

				FAnimationRuntime::AccumulateAdditivePose(Output.Pose, AdditivePose, Output.Curve, AdditiveCurve, 1.f, AdditiveAnimType);
			}
			else
			{
				//doesn't handle additive yet
				Composite->GetAnimationPose(Output.Pose, Output.Curve, ExtractionContext);
			}
		}
		else if (UAnimMontage* Montage = Cast<UAnimMontage>(CurrentAsset))
		{
			// for now only update first slot
			// in the future, add option to see which slot to see
			if (Montage->SlotAnimTracks.Num() > 0)
			{
				FCompactPose SourcePose;
				FBlendedCurve SourceCurve;
				SourcePose.SetBoneContainer(&Output.Pose.GetBoneContainer());
				SourceCurve.InitFrom(Output.Curve);
			
				if (Montage->IsValidAdditive())
				{
#if WITH_EDITORONLY_DATA
					// if montage is additive, we need to have base pose for the slot pose evaluate
					if (Montage->PreviewBasePose && Montage->SequenceLength > 0.f)
					{
						Montage->PreviewBasePose->GetBonePose(SourcePose, SourceCurve, FAnimExtractContext(CurrentTime));
					}
					else
#endif // WITH_EDITORONLY_DATA
					{
						SourcePose.ResetToRefPose();				
					}
				}
				else
				{
					SourcePose.ResetToRefPose();			
				}

				SlotEvaluatePose(Montage->SlotAnimTracks[0].SlotName, SourcePose, SourceCurve, Output.Pose, Output.Curve, 1.f);
			}
		}
	}

	if(CurrentVertexAnim != NULL)
	{
		VertexAnims.Add(FActiveVertexAnim(CurrentVertexAnim, 1.f, CurrentTime));
	}

	return true;
}