void UAnimComposite::GetAnimationPose(FCompactPose& OutPose, FBlendedCurve& OutCurve, const FAnimExtractContext& ExtractionContext) const
{
	AnimationTrack.GetAnimationPose(OutPose, OutCurve, ExtractionContext);

	FBlendedCurve CompositeCurve;
	CompositeCurve.InitFrom(OutCurve);
	EvaluateCurveData(CompositeCurve, ExtractionContext.CurrentTime);

	// combine both curve
	OutCurve.Combine(CompositeCurve);
}
void UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose(class UBlendSpaceBase* BlendSpace, TArray<FBlendSampleData>& BlendSampleDataCache, FPoseContext& OutContext)
{
	USkeletalMeshComponent* Component = GetSkelMeshComponent();

	if (BlendSpace->IsValidAdditive())
	{
		FCompactPose& OutPose = OutContext.Pose;
		FBlendedCurve& OutCurve = OutContext.Curve;
		FCompactPose AdditivePose;
		FBlendedCurve AdditiveCurve;
		AdditivePose.SetBoneContainer(&OutPose.GetBoneContainer());
		AdditiveCurve.InitFrom(OutCurve);

#if WITH_EDITORONLY_DATA
		if (BlendSpace->PreviewBasePose)
		{
			BlendSpace->PreviewBasePose->GetBonePose(/*out*/ OutPose, /*out*/OutCurve, FAnimExtractContext(PreviewPoseCurrentTime));
		}
		else
#endif // WITH_EDITORONLY_DATA
		{
			// otherwise, get ref pose
			OutPose.ResetToRefPose();
		}

		BlendSpace->GetAnimationPose(BlendSampleDataCache, AdditivePose, AdditiveCurve);

		enum EAdditiveAnimationType AdditiveType = BlendSpace->bRotationBlendInMeshSpace? AAT_RotationOffsetMeshSpace : AAT_LocalSpaceBase;

		FAnimationRuntime::AccumulateAdditivePose(OutPose, AdditivePose, OutCurve, AdditiveCurve, 1.f, AdditiveType);
	}
	else
	{
		BlendSpace->GetAnimationPose(BlendSampleDataCache, OutContext.Pose, OutContext.Curve);
	}
}
bool UAnimSingleNodeInstance::NativeEvaluateAnimation(FPoseContext& Output)
{
	if (CurrentAsset != NULL)
	{
		//@TODO: animrefactor: Seems like more code duplication than we need
		if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(CurrentAsset))
		{
			InternalBlendSpaceEvaluatePose(BlendSpace, BlendSampleData, Output);
		}
		else if (UAnimSequence* Sequence = Cast<UAnimSequence>(CurrentAsset))
		{
			if (Sequence->IsValidAdditive())
			{
				FAnimExtractContext ExtractionContext(CurrentTime, Sequence->bEnableRootMotion);

				Sequence->GetAdditiveBasePose(Output.Pose, Output.Curve, ExtractionContext);

				FCompactPose AdditivePose;
				FBlendedCurve AdditiveCurve;
				AdditivePose.SetBoneContainer(&Output.Pose.GetBoneContainer());
				AdditiveCurve.InitFrom(Output.Curve);
				Sequence->GetAnimationPose(AdditivePose, AdditiveCurve, ExtractionContext);

				FAnimationRuntime::AccumulateAdditivePose(Output.Pose, AdditivePose, Output.Curve, AdditiveCurve, 1.f, Sequence->AdditiveAnimType);
				Output.Pose.NormalizeRotations();
			}
			else
			{
				// if SkeletalMesh isn't there, we'll need to use skeleton
				Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(CurrentTime, Sequence->bEnableRootMotion));
			}
		}
		else if (UAnimComposite* Composite = Cast<UAnimComposite>(CurrentAsset))
		{
			FAnimExtractContext ExtractionContext(CurrentTime, ShouldExtractRootMotion());
			const FAnimTrack& AnimTrack = Composite->AnimationTrack;

			// find out if this is additive animation
			if (AnimTrack.IsAdditive())
			{
#if WITH_EDITORONLY_DATA
				if (Composite->PreviewBasePose)
				{
					Composite->PreviewBasePose->GetAdditiveBasePose(Output.Pose, Output.Curve, ExtractionContext);
				}
				else
#endif
				{
					// get base pose - for now we only support ref pose as base
					Output.Pose.ResetToRefPose();
				}

				EAdditiveAnimationType AdditiveAnimType = AnimTrack.IsRotationOffsetAdditive()? AAT_RotationOffsetMeshSpace : AAT_LocalSpaceBase;

				FCompactPose AdditivePose;
				FBlendedCurve AdditiveCurve;
				AdditivePose.SetBoneContainer(&Output.Pose.GetBoneContainer());
				AdditiveCurve.InitFrom(Output.Curve);
				Composite->GetAnimationPose(AdditivePose, AdditiveCurve, ExtractionContext);

				FAnimationRuntime::AccumulateAdditivePose(Output.Pose, AdditivePose, Output.Curve, AdditiveCurve, 1.f, AdditiveAnimType);
			}
			else
			{
				//doesn't handle additive yet
				Composite->GetAnimationPose(Output.Pose, Output.Curve, ExtractionContext);
			}
		}
		else if (UAnimMontage* Montage = Cast<UAnimMontage>(CurrentAsset))
		{
			// for now only update first slot
			// in the future, add option to see which slot to see
			if (Montage->SlotAnimTracks.Num() > 0)
			{
				FCompactPose SourcePose;
				FBlendedCurve SourceCurve;
				SourcePose.SetBoneContainer(&Output.Pose.GetBoneContainer());
				SourceCurve.InitFrom(Output.Curve);
			
				if (Montage->IsValidAdditive())
				{
#if WITH_EDITORONLY_DATA
					// if montage is additive, we need to have base pose for the slot pose evaluate
					if (Montage->PreviewBasePose && Montage->SequenceLength > 0.f)
					{
						Montage->PreviewBasePose->GetBonePose(SourcePose, SourceCurve, FAnimExtractContext(CurrentTime));
					}
					else
#endif // WITH_EDITORONLY_DATA
					{
						SourcePose.ResetToRefPose();				
					}
				}
				else
				{
					SourcePose.ResetToRefPose();			
				}

				SlotEvaluatePose(Montage->SlotAnimTracks[0].SlotName, SourcePose, SourceCurve, Output.Pose, Output.Curve, 1.f);
			}
		}
	}

	if(CurrentVertexAnim != NULL)
	{
		VertexAnims.Add(FActiveVertexAnim(CurrentVertexAnim, 1.f, CurrentTime));
	}

	return true;
}