void FMovieSceneCinematicShotTrackInstance::RestoreState(const TArray<TWeakObjectPtr<UObject>>& RuntimeObjects, IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance)
{
	FMovieSceneSubTrackInstance::RestoreState(RuntimeObjects, Player, SequenceInstance);

	Player.UpdateCameraCut(nullptr, nullptr);

	//@todo Need to manage how this interacts with the fade track
	/*
	// Reset editor preview/fade
	EMovieSceneViewportParams ViewportParams;
	ViewportParams.SetWhichViewportParam = (EMovieSceneViewportParams::SetViewportParam)(EMovieSceneViewportParams::SVP_FadeAmount | EMovieSceneViewportParams::SVP_FadeColor);
	ViewportParams.FadeAmount = 0.f;
	ViewportParams.FadeColor = FLinearColor::Black;

	TMap<FViewportClient*, EMovieSceneViewportParams> ViewportParamsMap;
	Player.GetViewportSettings(ViewportParamsMap);
	for (auto ViewportParamsPair : ViewportParamsMap)
	{
		ViewportParamsMap[ViewportParamsPair.Key] = ViewportParams;
	}
	Player.SetViewportSettings(ViewportParamsMap);
	*/
}
void FMovieSceneShotTrackInstance::ClearInstance( IMovieScenePlayer& Player )
{
    FSubMovieSceneTrackInstance::ClearInstance( Player );
    Player.UpdateCameraCut( nullptr, false );
}
void FMovieSceneCinematicShotTrackInstance::ClearInstance(IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance)
{
	FMovieSceneSubTrackInstance::ClearInstance(Player, SequenceInstance);

	Player.UpdateCameraCut(nullptr, nullptr);
}