void UFaceFXMatineeControl::UpdateTrack( float NewPosition, UInterpTrackInst* TrackInst, bool bJump ) 
{
	check(TrackInst);

	AActor* Actor = TrackInst->GetGroupActor();
	if(!Actor)
	{
		return;
	}

	UFaceFXComponent* FaceFXComp = Actor->FindComponentByClass<UFaceFXComponent>();
	if(!FaceFXComp)
	{
		return;
	}

	UFaceFXMatineeControlInst* TrackInstFaceFX = CastChecked<UFaceFXMatineeControlInst>(TrackInst);

	if(Keys.Num() == 0)
	{
		FaceFXComp->Stop(nullptr, this);
	}
	else if(NewPosition <= TrackInstFaceFX->LastUpdatePosition || bJump)
	{
		TArray<TPair<int32, const FFaceFXTrackKey*>> TrackKeyPairs;
		TArray<FFaceFXSkelMeshComponentId> SkelMeshNoTracks;
		GetTrackKeyForTime(NewPosition, TrackKeyPairs, &SkelMeshNoTracks);

		for(const TPair<int32, const FFaceFXTrackKey*>& TrackKeyPair : TrackKeyPairs)
		{
			const FFaceFXTrackKey* TrackKey = TrackKeyPair.Value;

			const float NewFaceFXAnimLocation = NewPosition - TrackKey->Time;
			check(NewFaceFXAnimLocation >= 0.F)

			USkeletalMeshComponent* SkelMeshTarget = FaceFXComp->GetSkelMeshTarget(TrackKey->SkelMeshComponentId);

			//Always stop when we switch track keys to prevent playing animations when switching backward after the end of another track animation
			//Thats because we don't check here how long the animation actually plays and rely on the JumpTo/Play functionality alone to determine that
			if(TrackKeyPair.Key != TrackInstFaceFX->GetCurrentTrackIndex(SkelMeshTarget))
			{
				FaceFXComp->Stop(SkelMeshTarget);
			}
			TrackInstFaceFX->SetCurrentTrackIndex(SkelMeshTarget, TrackKeyPair.Key);

			bool JumpSucceeded = false;

			//playing backwards or jumping
			if(TrackKey->AnimationId.IsValid())
			{
				//play by animation id
				JumpSucceeded = FaceFXComp->JumpToById(NewFaceFXAnimLocation, bJump, TrackKey->AnimationId.Group, TrackKey->AnimationId.Name, TrackKey->bLoop, SkelMeshTarget, this);
			}
			else if(UFaceFXAnim* FaceFXAnim = GetAnimation(*TrackKey, this))
			{
				//play by animation
				JumpSucceeded = FaceFXComp->JumpTo(NewFaceFXAnimLocation, bJump, FaceFXAnim, TrackKey->bLoop, SkelMeshTarget, this);
			}

			if(!JumpSucceeded)
			{
				//jump to failed -> i.e. out of range on non looping animation
				FaceFXComp->Stop(SkelMeshTarget);
			}
		}

		for(const FFaceFXSkelMeshComponentId& SkelMashNoTrack : SkelMeshNoTracks)
		{
			//no track key at this position for this skelmesh component -> stop
			FaceFXComp->Stop(FaceFXComp->GetSkelMeshTarget(SkelMashNoTrack));
		}
	}
	else
	{
		TArray<TPair<int32, const FFaceFXTrackKey*>> TrackKeyPairs;
		GetTrackKeyForTime(NewPosition, TrackKeyPairs);

		for(const TPair<int32, const FFaceFXTrackKey*>& TrackKeyPair : TrackKeyPairs)
		{
			const FFaceFXTrackKey* TrackKey = TrackKeyPair.Value;

			USkeletalMeshComponent* SkelMeshTarget = FaceFXComp->GetSkelMeshTarget(TrackKey->SkelMeshComponentId);

			const bool IsPaused = FaceFXComp->IsPaused(SkelMeshTarget, this);
			const bool IsPlayingOrPaused = IsPaused || FaceFXComp->IsPlaying(SkelMeshTarget, this);

			if(!IsPlayingOrPaused || TrackKeyPair.Key != TrackInstFaceFX->GetCurrentTrackIndex(SkelMeshTarget))
			{
				//start playback of a new animation
				
				const float PlaybackStartPosition = NewPosition - TrackKey->Time;
				checkf(PlaybackStartPosition >= 0.F, TEXT("Invalid animation start location"));

				bool StartSucceeded = false;

				//play by animation id
				if(TrackKey->AnimationId.IsValid())
				{
					//play by animation id
					StartSucceeded = FaceFXComp->JumpToById(PlaybackStartPosition, false, TrackKey->AnimationId.Group, TrackKey->AnimationId.Name, TrackKey->bLoop, SkelMeshTarget, this);
				}
				else if(UFaceFXAnim* FaceFXAnim = GetAnimation(*TrackKey, this))
				{
					//play by animation
					//StartSucceeded = FaceFXComp->Play(FaceFXAnim, nullptr, TrackKey->bLoop, this);
					StartSucceeded = FaceFXComp->JumpTo(PlaybackStartPosition, false, FaceFXAnim, TrackKey->bLoop, SkelMeshTarget, this);
				}

				if(!StartSucceeded)
				{
					//start failed -> stop
					FaceFXComp->Stop(SkelMeshTarget);
				}

				TrackInstFaceFX->SetCurrentTrackIndex(SkelMeshTarget, TrackKeyPair.Key);
			}
			else if(IsPaused)
			{
				//resume paused animation
				FaceFXComp->Resume(SkelMeshTarget, this);
			}
		}
	}
	
	TrackInstFaceFX->LastUpdatePosition = NewPosition;	
}