void UMovieScene3DAttachTrack::AddConstraint(float KeyTime, float ConstraintEndTime, const FGuid& ConstraintId)
{
	// add the section
	UMovieScene3DAttachSection* NewSection = NewObject<UMovieScene3DAttachSection>(this);
	NewSection->AddAttach(KeyTime, ConstraintEndTime, ConstraintId);
	NewSection->InitialPlacement( ConstraintSections, KeyTime, ConstraintEndTime, SupportsMultipleRows() );

	ConstraintSections.Add(NewSection);
}
void UMovieScene3DAttachTrack::AddConstraint(float KeyTime, float ConstraintEndTime, const FName SocketName, const FName ComponentName, const FGuid& ConstraintId)
{
	// add the section
	UMovieScene3DAttachSection* NewSection = NewObject<UMovieScene3DAttachSection>(this);
	NewSection->SetFlags(RF_Transactional);
	NewSection->AddAttach(KeyTime, ConstraintEndTime, ConstraintId);
	NewSection->InitialPlacement( ConstraintSections, KeyTime, ConstraintEndTime, SupportsMultipleRows() );
	NewSection->AttachSocketName = SocketName;
	NewSection->AttachComponentName = ComponentName;

	ConstraintSections.Add(NewSection);
}