void UAnimGraphNode_SequencePlayer::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
	auto LoadedAssetSetup = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UAnimSequence> SequencePtr)
	{
		UAnimGraphNode_SequencePlayer* SequencePlayerNode = CastChecked<UAnimGraphNode_SequencePlayer>(NewNode);
		SequencePlayerNode->Node.Sequence = SequencePtr.Get();
	};

	auto UnloadedAssetSetup = [](UEdGraphNode* NewNode, bool bIsTemplateNode, const FAssetData AssetData)
	{
		UAnimGraphNode_SequencePlayer* SequencePlayerNode = CastChecked<UAnimGraphNode_SequencePlayer>(NewNode);
		if (bIsTemplateNode)
		{
			if (const FString* SkeletonTag = AssetData.TagsAndValues.Find(TEXT("Skeleton")))
			{
				SequencePlayerNode->UnloadedSkeletonName = *SkeletonTag;
			}
		}
		else
		{
			UAnimSequence* Sequence = Cast<UAnimSequence>(AssetData.GetAsset());
			check(Sequence != nullptr);
			SequencePlayerNode->Node.Sequence = Sequence;
		}
	};	

	const UObject* QueryObject = ActionRegistrar.GetActionKeyFilter();
	if (QueryObject == nullptr)
	{
		FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
		// define a filter to help in pulling UAnimSequence asset data from the registry
		FARFilter Filter;
		Filter.ClassNames.Add(UAnimSequence::StaticClass()->GetFName());
		Filter.bRecursiveClasses = true;
		// Find matching assets and add an entry for each one
		TArray<FAssetData> SequenceList;
		AssetRegistryModule.Get().GetAssets(Filter, /*out*/SequenceList);

		for (auto AssetIt = SequenceList.CreateConstIterator(); AssetIt; ++AssetIt)
		{
			const FAssetData& Asset = *AssetIt;			

			UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
			if (Asset.IsAssetLoaded())
			{
				TWeakObjectPtr<UAnimSequence> AnimSequence = Cast<UAnimSequence>(Asset.GetAsset());
				NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(LoadedAssetSetup, AnimSequence);
				NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(AnimSequence->GetFName()), AnimSequence->IsValidAdditive());
			}
			else
			{
				NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(UnloadedAssetSetup, Asset);
				NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(Asset.AssetName), /*bKnownToBeAdditive =*/false);
			}
			ActionRegistrar.AddBlueprintAction(Asset, NodeSpawner);
		}
	}
	else if (const UAnimSequence* AnimSequence = Cast<UAnimSequence>(QueryObject))
	{
		UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());

		TWeakObjectPtr<UAnimSequence> SequencePtr = AnimSequence;
		NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(LoadedAssetSetup, SequencePtr);
		NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(AnimSequence->GetFName()), AnimSequence->IsValidAdditive());

		ActionRegistrar.AddBlueprintAction(QueryObject, NodeSpawner);
	}
	else if (QueryObject == GetClass())
	{
		FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
		// define a filter to help in pulling UAnimSequence asset data from the registry
		FARFilter Filter;
		Filter.ClassNames.Add(UAnimSequence::StaticClass()->GetFName());
		Filter.bRecursiveClasses = true;
		// Find matching assets and add an entry for each one
		TArray<FAssetData> SequenceList;
		AssetRegistryModule.Get().GetAssets(Filter, /*out*/SequenceList);

		for (auto AssetIt = SequenceList.CreateConstIterator(); AssetIt; ++AssetIt)
		{
			const FAssetData& Asset = *AssetIt;
			if (Asset.IsAssetLoaded())
			{
				continue;
			}

			UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
			NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(UnloadedAssetSetup, Asset);
			NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(Asset.AssetName), /*bKnownToBeAdditive =*/false);
			ActionRegistrar.AddBlueprintAction(Asset, NodeSpawner);
		}
	}	
}