void FMovieSceneSequenceInstance::UpdatePassSingle( EMovieSceneUpdateData& UpdateData, class IMovieScenePlayer& Player )
{
	if(MovieSceneSequence.IsValid())
	{
		// Refresh time range so that spawnables can be created if they fall within the playback range, or destroyed if not
		UMovieScene* MovieScene = MovieSceneSequence->GetMovieScene();
		TimeRange = MovieScene->GetPlaybackRange();

		TArray<TWeakObjectPtr<UObject>> NoObjects;

		// update each master track
		for( FMovieSceneInstanceMap::TIterator It( MasterTrackInstances ); It; ++It )
		{		
			if (It.Value()->HasUpdatePasses() & UpdateData.UpdatePass && It.Value() != CameraCutTrackInstance)
			{
				It.Value()->Update( UpdateData, NoObjects, Player, *this);
			}
		}

		// update tracks bound to objects
		TMap<FGuid, FMovieSceneObjectBindingInstance>::TIterator ObjectIt = ObjectBindingInstances.CreateIterator();
		for(; ObjectIt; ++ObjectIt )
		{
			FMovieSceneObjectBindingInstance& ObjectBindingInstance = ObjectIt.Value();
		
			for( FMovieSceneInstanceMap::TIterator It = ObjectBindingInstance.TrackInstances.CreateIterator(); It; ++It )
			{
				if (It.Value()->HasUpdatePasses() & UpdateData.UpdatePass && It.Value() != CameraCutTrackInstance)
				{
					It.Value()->Update( UpdateData, ObjectBindingInstance.RuntimeObjects, Player, *this );
				}
			}
		}

		// update camera cut track last to make sure spawnable cameras are there, and to override sub-shots
		if (CameraCutTrackInstance.IsValid())
		{
			if (CameraCutTrackInstance->HasUpdatePasses() & UpdateData.UpdatePass)
			{
				CameraCutTrackInstance->Update(UpdateData, NoObjects, Player, *this );
			}
		}
	}
}
void FMovieSceneSequenceInstance::RefreshInstance( IMovieScenePlayer& Player )
{
	if(MovieSceneSequence.IsValid())
	{
		UMovieScene* MovieScene = MovieSceneSequence->GetMovieScene();
		TimeRange = MovieScene->GetPlaybackRange();

		UMovieSceneTrack* CameraCutTrack = MovieScene->GetCameraCutTrack();

		if (CameraCutTrack != nullptr)
		{
			FMovieSceneInstanceMap CameraCutTrackInstanceMap;

			if (CameraCutTrackInstance.IsValid())
			{
				CameraCutTrackInstanceMap.Add(CameraCutTrack, CameraCutTrackInstance);
			}

			TArray<TWeakObjectPtr<UObject>> Objects;
			TArray<UMovieSceneTrack*> Tracks;
			Tracks.Add(CameraCutTrack);
			RefreshInstanceMap(Tracks, Objects, CameraCutTrackInstanceMap, Player);

			CameraCutTrackInstance = CameraCutTrackInstanceMap.FindRef(CameraCutTrack);
		}
		else if(CameraCutTrackInstance.IsValid())
		{
			CameraCutTrackInstance->ClearInstance(Player, *this);
			CameraCutTrackInstance.Reset();
		}

		// Get all the master tracks and create instances for them if needed
		const TArray<UMovieSceneTrack*>& MasterTracks = MovieScene->GetMasterTracks();
		TArray<TWeakObjectPtr<UObject>> Objects;
		RefreshInstanceMap( MasterTracks, Objects, MasterTrackInstances, Player );

		TSet< FGuid > FoundObjectBindings;
		// Get all tracks for each object binding and create instances for them if needed
		const TArray<FMovieSceneBinding>& ObjectBindings = MovieScene->GetBindings();
		for( int32 BindingIndex = 0; BindingIndex < ObjectBindings.Num(); ++BindingIndex )
		{
			const FMovieSceneBinding& ObjectBinding = ObjectBindings[BindingIndex];

			// Create an instance for this object binding
			FMovieSceneObjectBindingInstance& BindingInstance = ObjectBindingInstances.FindOrAdd( ObjectBinding.GetObjectGuid() );
			BindingInstance.ObjectGuid = ObjectBinding.GetObjectGuid();

			FoundObjectBindings.Add( ObjectBinding.GetObjectGuid() );

			// Populate the runtime objects for this instance of the binding.
			// @todo sequencer: SubSequences: We need to know which actors were removed and which actors were added so we know which saved actor state to restore/create
			BindingInstance.RuntimeObjects.Empty();
			Player.GetRuntimeObjects( SharedThis( this ), BindingInstance.ObjectGuid, BindingInstance.RuntimeObjects );

			// Refresh the instance's tracks
			const TArray<UMovieSceneTrack*>& Tracks = ObjectBinding.GetTracks();
			RefreshInstanceMap( Tracks, BindingInstance.RuntimeObjects, BindingInstance.TrackInstances, Player );
		}

		IMovieSceneSpawnRegister& SpawnRegister = Player.GetSpawnRegister();

		// Remove object binding instances which are no longer bound
		TMap<FGuid, FMovieSceneObjectBindingInstance>::TIterator It = ObjectBindingInstances.CreateIterator();
		for( ; It; ++It )
		{
			if( !FoundObjectBindings.Contains( It.Key() ) )
			{
				SpawnRegister.DestroySpawnedObject(It.Key(), *this, Player);

				// The instance no longer is bound to an existing guid
				It.RemoveCurrent();
			}
		}
	}
}