void FAnimGraphConnectionDrawingPolicy::BuildExecutionRoadmap()
{
	UAnimBlueprint* TargetBP = CastChecked<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraphChecked(GraphObj));
	UAnimBlueprintGeneratedClass* AnimBlueprintClass = (UAnimBlueprintGeneratedClass*)(*(TargetBP->GeneratedClass));

	if (TargetBP->GetObjectBeingDebugged() == NULL)
	{
		return;
	}

	TMap<UProperty*, UObject*> PropertySourceMap;
	AnimBlueprintClass->GetDebugData().GenerateReversePropertyMap(/*out*/ PropertySourceMap);

	FAnimBlueprintDebugData& DebugInfo = AnimBlueprintClass->GetAnimBlueprintDebugData();
	for (auto VisitIt = DebugInfo.UpdatedNodesThisFrame.CreateIterator(); VisitIt; ++VisitIt)
	{
		const FAnimBlueprintDebugData::FNodeVisit& VisitRecord = *VisitIt;

		if ((VisitRecord.SourceID >= 0) && (VisitRecord.SourceID < AnimBlueprintClass->AnimNodeProperties.Num()) && (VisitRecord.TargetID >= 0) && (VisitRecord.TargetID < AnimBlueprintClass->AnimNodeProperties.Num()))
		{
			if (UAnimGraphNode_Base* SourceNode = Cast<UAnimGraphNode_Base>(PropertySourceMap.FindRef(AnimBlueprintClass->AnimNodeProperties[VisitRecord.SourceID])))
			{
				if (UAnimGraphNode_Base* TargetNode = Cast<UAnimGraphNode_Base>(PropertySourceMap.FindRef(AnimBlueprintClass->AnimNodeProperties[VisitRecord.TargetID])))
				{
					//@TODO: Extend the rendering code to allow using the recorded blend weight instead of faked exec times
					FExecPairingMap& Predecessors = PredecessorNodes.FindOrAdd((UEdGraphNode*)SourceNode);
					FTimePair& Timings = Predecessors.FindOrAdd((UEdGraphNode*)TargetNode);
					Timings.PredExecTime = 0.0;
					Timings.ThisExecTime = VisitRecord.Weight;
				}
			}
		}
	}
}
void UAnimInstance::UpdateAnimation(float DeltaSeconds)
{
#if WITH_EDITORONLY_DATA
	if (GIsEditor)
	{
		// Reset the anim graph visualization
		if (RootNode != NULL)
		{
			if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Cast<UAnimBlueprintGeneratedClass>(GetClass()))
			{
				UAnimBlueprint* AnimBP = CastChecked<UAnimBlueprint>(AnimBlueprintClass->ClassGeneratedBy);

				if (AnimBP->GetObjectBeingDebugged() == this)
				{
					AnimBlueprintClass->GetAnimBlueprintDebugData().ResetNodeVisitSites();
				}
			}
		}

		// Update the lifetimer and see if we should use the snapshot instead
		CurrentLifeTimerScrubPosition += DeltaSeconds;
		LifeTimer = FMath::Max<double>(CurrentLifeTimerScrubPosition, LifeTimer);

		if (UpdateSnapshotAndSkipRemainingUpdate())
		{
			return;
		}
	}
#endif

	AnimNotifies.Empty();
	MorphTargetCurves.Empty();

	ClearSlotNodeWeights();

	//Track material params we set last time round so we can clear them if they aren't set again.
	MaterialParamatersToClear.Empty();
	for( auto Iter = MaterialParameterCurves.CreateConstIterator(); Iter; ++Iter )
	{
		if(Iter.Value() > 0.0f)
		{
			MaterialParamatersToClear.Add(Iter.Key());
		}
	}
	MaterialParameterCurves.Empty();
	VertexAnims.Empty();

	// Reset the player tick list (but keep it presized)
	UngroupedActivePlayers.Empty(UngroupedActivePlayers.Num());
	for (int32 GroupIndex = 0; GroupIndex < SyncGroups.Num(); ++GroupIndex)
	{
		SyncGroups[GroupIndex].Reset();
	}

	NativeUpdateAnimation(DeltaSeconds);
	BlueprintUpdateAnimation(DeltaSeconds);

	// update weight before all nodes update comes in
	Montage_UpdateWeight(DeltaSeconds);

	// Update the anim graph
	if (RootNode != NULL)
	{
		IncrementContextCounter();
		FAnimationUpdateContext UpdateContext(this, DeltaSeconds);
		RootNode->Update(UpdateContext);
	}

	// curve values can be used during update state, so we need to clear the array before ticking each elements
	// where we collect new items
	EventCurves.Empty();

	// Handle all players inside sync groups
	for (int32 GroupIndex = 0; GroupIndex < SyncGroups.Num(); ++GroupIndex)
	{
		FAnimGroupInstance& SyncGroup = SyncGroups[GroupIndex];

		if (SyncGroup.ActivePlayers.Num() > 0)
		{
			const int32 GroupLeaderIndex = FMath::Max(SyncGroup.GroupLeaderIndex, 0);

			// Tick the group leader
			FAnimAssetTickContext TickContext(DeltaSeconds);
			FAnimTickRecord& GroupLeader = SyncGroup.ActivePlayers[GroupLeaderIndex];
			GroupLeader.SourceAsset->TickAssetPlayerInstance(GroupLeader, this, TickContext);

			// Update everything else to follow the leader
			if (SyncGroup.ActivePlayers.Num() > 1)
			{
				TickContext.ConvertToFollower();

				for (int32 TickIndex = 0; TickIndex < SyncGroup.ActivePlayers.Num(); ++TickIndex)
				{
					if (TickIndex != GroupLeaderIndex)
					{
						const FAnimTickRecord& AssetPlayer = SyncGroup.ActivePlayers[TickIndex];
						AssetPlayer.SourceAsset->TickAssetPlayerInstance(AssetPlayer, this, TickContext);
					}
				}
			}
		}
	}

	// Handle the remaining ungrouped animation players
	for (int32 TickIndex = 0; TickIndex < UngroupedActivePlayers.Num(); ++TickIndex)
	{
		const FAnimTickRecord& AssetPlayerToTick = UngroupedActivePlayers[TickIndex];
		FAnimAssetTickContext TickContext(DeltaSeconds);
		AssetPlayerToTick.SourceAsset->TickAssetPlayerInstance(AssetPlayerToTick, this, TickContext);
	}

	// update montage should run in game thread
	// if we do multi threading, make sure this stays in game thread
	Montage_Advance(DeltaSeconds);

	// now trigger Notifies
	TriggerAnimNotifies(DeltaSeconds);

	// Add 0.0 curves to clear parameters that we have previously set but didn't set this tick.
	//   - Make a copy of MaterialParametersToClear as it will be modified by AddCurveValue
	TArray<FName> ParamsToClearCopy = MaterialParamatersToClear;
	for (int i = 0; i < ParamsToClearCopy.Num(); ++i)
	{
		AddCurveValue(ParamsToClearCopy[i], 0.0f, ACF_DrivesMaterial);
	}


#if WITH_EDITOR && 0
	{
		// Take a snapshot if the scrub control is locked to the end, we are playing, and we are the one being debugged
		if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Cast<UAnimBlueprintGeneratedClass>(GetClass()))
		{
			if (UAnimBlueprint* Blueprint = Cast<UAnimBlueprint>(AnimBlueprintClass->ClassGeneratedBy))
			{
				if (Blueprint->GetObjectBeingDebugged() == this)
				{
					if ((CurrentLifeTimerScrubPosition == LifeTimer) && (DeltaSeconds > 0.0f))
					{
						AnimBlueprintClass->GetAnimBlueprintDebugData().TakeSnapshot(this);
					}
				}
			}
		}
	}
#endif
}