void FSCSEditorViewportClient::FocusViewportToSelection()
{
	AActor* PreviewActor = GetPreviewActor();
	if(PreviewActor)
	{
		TArray<FSCSEditorTreeNodePtrType> SelectedNodes = BlueprintEditorPtr.Pin()->GetSelectedSCSEditorTreeNodes();
		if(SelectedNodes.Num() > 0)
		{
			// Use the last selected item for the widget location
			USceneComponent* SceneComp = Cast<USceneComponent>(SelectedNodes.Last()->FindComponentInstanceInActor(PreviewActor));
			if( SceneComp )
			{
				FocusViewportOnBox( SceneComp->Bounds.GetBox() );
			}
		}
		else
		{
			FocusViewportOnBox( PreviewActor->GetComponentsBoundingBox( true ) );
		}
	}
}
void FStaticMeshEditorViewportClient::ResetCamera()
{
	FocusViewportOnBox( StaticMeshComponent->Bounds.GetBox() );
	Invalidate();
}
	virtual void ResetCamera()
	{
		if (!SelectedActor)
			return;
		FocusViewportOnBox(SelectedActor->GetComponentsBoundingBox());
	}