void FAnimationRuntime::FillWithRefPose(TArray<FTransform> & OutAtoms, const FBoneContainer& RequiredBones)
{
	// Copy Target Asset's ref pose.
	OutAtoms = RequiredBones.GetRefPoseArray();

	// If retargeting is disabled, copy ref pose from Skeleton, rather than mesh.
	// this is only used in editor and for debugging.
	if( RequiredBones.GetDisableRetargeting() )
	{
		checkSlow( RequiredBones.IsValid() );
		// Only do this if we have a mesh. otherwise we're not retargeting animations.
		if( RequiredBones.GetSkeletalMeshAsset() )
		{
			TArray<int32> const & PoseToSkeletonBoneIndexArray = RequiredBones.GetPoseToSkeletonBoneIndexArray();
			TArray<FBoneIndexType> const & RequireBonesIndexArray = RequiredBones.GetBoneIndicesArray();
			TArray<FTransform> const & SkeletonRefPose = RequiredBones.GetSkeletonAsset()->GetRefLocalPoses();

			for (int32 ArrayIndex = 0; ArrayIndex<RequireBonesIndexArray.Num(); ArrayIndex++)
			{
				int32 const & PoseBoneIndex = RequireBonesIndexArray[ArrayIndex];
				int32 const & SkeletonBoneIndex = PoseToSkeletonBoneIndexArray[PoseBoneIndex];

				// Pose bone index should always exist in Skeleton
				checkSlow(SkeletonBoneIndex != INDEX_NONE);
				OutAtoms[PoseBoneIndex] = SkeletonRefPose[SkeletonBoneIndex];
			}
		}
	}
}
void FA2CSPose::AllocateLocalPoses(const FBoneContainer& InBoneContainer, const FTransformArrayA2 & LocalBones)
{
	check( InBoneContainer.IsValid() );
	BoneContainer = &InBoneContainer;

	Bones = LocalBones;
	ComponentSpaceFlags.Init(0, Bones.Num());

	// root is same, so set root first
	check(ComponentSpaceFlags.Num() > 0);
	ComponentSpaceFlags[0] = 1;
}