void FAnimationRuntime::BlendTwoPosesTogether(
	const FCompactPose& SourcePose1,
	const FCompactPose& SourcePose2,
	const FBlendedCurve& SourceCurve1,
	const FBlendedCurve& SourceCurve2,
	const float			WeightOfPose1,
	/*out*/ FCompactPose& ResultPose,
	/*out*/ FBlendedCurve& ResultCurve)
{
	BlendPose<ETransformBlendMode::Overwrite>(SourcePose1, ResultPose, WeightOfPose1);
	BlendPose<ETransformBlendMode::Accumulate>(SourcePose2, ResultPose, 1.f - WeightOfPose1);

	// Ensure that all of the resulting rotations are normalized
	ResultPose.NormalizeRotations();
	ResultCurve.Blend(SourceCurve1, SourceCurve2, 1.f - WeightOfPose1);
}