bool F3DAttachTrackEditor::AddKeyInternal( float KeyTime, const TArray<TWeakObjectPtr<UObject>> Objects, const FName SocketName, const FName ComponentName, AActor* ParentActor)
{
	bool bHandleCreated = false;
	bool bTrackCreated = false;
	bool bTrackModified = false;

	FGuid ParentActorId;

	if (ParentActor != nullptr)
	{
		FFindOrCreateHandleResult HandleResult = FindOrCreateHandleToObject(ParentActor);
		ParentActorId = HandleResult.Handle;
		bHandleCreated |= HandleResult.bWasCreated;
	}

	if (!ParentActorId.IsValid())
	{
		return false;
	}

	for( int32 ObjectIndex = 0; ObjectIndex < Objects.Num(); ++ObjectIndex )
	{
		UObject* Object = Objects[ObjectIndex].Get();

		FFindOrCreateHandleResult HandleResult = FindOrCreateHandleToObject( Object );
		FGuid ObjectHandle = HandleResult.Handle;
		bHandleCreated |= HandleResult.bWasCreated;
		if (ObjectHandle.IsValid())
		{
			FFindOrCreateTrackResult TrackResult = FindOrCreateTrackForObject( ObjectHandle, UMovieScene3DAttachTrack::StaticClass());
			UMovieSceneTrack* Track = TrackResult.Track;
			bTrackCreated |= TrackResult.bWasCreated;

			if (ensure(Track))
			{
				// Clamp to next attach section's start time or the end of the current sequencer view range
				float AttachEndTime = GetSequencer()->GetViewRange().GetUpperBoundValue();

				for (int32 AttachSectionIndex = 0; AttachSectionIndex < Track->GetAllSections().Num(); ++AttachSectionIndex)
				{
					float StartTime = Track->GetAllSections()[AttachSectionIndex]->GetStartTime();
					float EndTime = Track->GetAllSections()[AttachSectionIndex]->GetEndTime();
					if (KeyTime < StartTime)
					{
						if (AttachEndTime > StartTime)
						{
							AttachEndTime = StartTime;
						}
					}
				}

				Cast<UMovieScene3DAttachTrack>(Track)->AddConstraint( KeyTime, AttachEndTime, SocketName, ComponentName, ParentActorId );
				bTrackModified = true;
			}
		}
	}

	return bHandleCreated || bTrackCreated || bTrackModified;
}
void FSequencerDragOperation::GetSectionSnapTimes(TArray<float>& OutSnapTimes, UMovieSceneSection* Section, TSharedPtr<FTrackNode> SequencerNode, bool bIgnoreOurSectionCustomSnaps)
{
	// @todo Sequencer handle dilation snapping better

	// Collect all the potential snap times from other section borders
	const TArray< TSharedRef<ISequencerSection> >& Sections = SequencerNode->GetSections();
	for (int32 SectionIndex = 0; SectionIndex < Sections.Num(); ++SectionIndex)
	{
		const UMovieSceneSection* InSection = Sections[SectionIndex]->GetSectionObject();
		bool bIsThisSection = Section == InSection;
		if (!bIgnoreOurSectionCustomSnaps || !bIsThisSection)
		{
			InSection->GetSnapTimes(OutSnapTimes, Section != InSection);
		}
	}

	// snap to director track if it exists, and we are not the director track
	UMovieSceneTrack* OuterTrack = Cast<UMovieSceneTrack>(Section->GetOuter());
	UMovieScene* MovieScene = Cast<UMovieScene>(OuterTrack->GetOuter());
	UMovieSceneTrack* ShotTrack = MovieScene->FindMasterTrack(UMovieSceneShotTrack::StaticClass());
	if (ShotTrack && OuterTrack != ShotTrack)
	{
		const TArray<UMovieSceneSection*>& ShotSections = ShotTrack->GetAllSections();
		for (int32 SectionIndex = 0; SectionIndex < ShotSections.Num(); ++SectionIndex)
		{
			auto Shot = ShotSections[SectionIndex];
			Shot->GetSnapTimes(OutSnapTimes, true);
		}
	}
}
void FSequencerNodeTree::MakeSectionInterfaces( UMovieSceneTrack& Track, TSharedRef<FTrackNode>& SectionAreaNode )
{
	const TArray<UMovieSceneSection*>& MovieSceneSections = Track.GetAllSections();

	TSharedRef<FMovieSceneTrackEditor> Editor = FindOrAddTypeEditor( Track );

	for (int32 SectionIndex = 0; SectionIndex < MovieSceneSections.Num(); ++SectionIndex )
	{
		UMovieSceneSection* SectionObject = MovieSceneSections[SectionIndex];
		TSharedRef<ISequencerSection> Section = Editor->MakeSectionInterface( *SectionObject, &Track );

		// Ask the section to generate it's inner layout
		FSectionLayoutBuilder Builder( SectionAreaNode );
		Section->GenerateSectionLayout( Builder );

		SectionAreaNode->AddSection( Section );
	}

	SectionAreaNode->FixRowIndices();
}