void FMovieSceneSkeletalAnimationTrackInstance::RefreshInstance( const TArray<TWeakObjectPtr<UObject>>& RuntimeObjects, IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance )
{
	UpdateRefreshBones(RuntimeObjects);

	// When not in preview playback we need to stop any running animations to prevent the animations from being advanced a frame when
	// they are ticked by the engine.
	for ( TWeakObjectPtr<UObject> RuntimeObjectPtr : RuntimeObjects )
	{
		if ( ShouldUsePreviewPlayback( Player, RuntimeObjectPtr.Get() ) == false )
		{
			USkeletalMeshComponent* SkeletalMeshComponent = GetSkeletalMeshComponentFromRuntimeObjectPtr( RuntimeObjectPtr );
			if ( SkeletalMeshComponent != nullptr )
			{
				UAnimInstance* AnimInstance = SkeletalMeshComponent->GetAnimInstance();
				if ( AnimInstance )
				{
					UAnimSingleNodeInstance * SingleNodeInstance = SkeletalMeshComponent->GetSingleNodeInstance();
					if ( SingleNodeInstance )
					{
						SingleNodeInstance->SetPlaying( false );
					}
					// TODO: Anim montage?
				}
			}
		}
	}
}
void FGameplayAbilityActorInfo::InitFromActor(AActor *InOwnerActor, AActor *InAvatarActor, UAbilitySystemComponent* InAbilitySystemComponent)
{
	check(InOwnerActor);
	check(InAbilitySystemComponent);

	OwnerActor = InOwnerActor;
	AvatarActor = InAvatarActor;
	AbilitySystemComponent = InAbilitySystemComponent;

	// Look for a player controller or pawn in the owner chain.
	AActor *TestActor = InOwnerActor;
	while (TestActor)
	{
		if (APlayerController * CastPC = Cast<APlayerController>(TestActor))
		{
			PlayerController = CastPC;
			break;
		}

		if (APawn * Pawn = Cast<APawn>(TestActor))
		{
			PlayerController = Cast<APlayerController>(Pawn->GetController());
			break;
		}

		TestActor = TestActor->GetOwner();
	}

	if (AvatarActor.Get())
	{
		// Grab Components that we care about
		USkeletalMeshComponent * SkelMeshComponent = AvatarActor->FindComponentByClass<USkeletalMeshComponent>();
		if (SkelMeshComponent)
		{
			this->AnimInstance = SkelMeshComponent->GetAnimInstance();
		}

		MovementComponent = AvatarActor->FindComponentByClass<UMovementComponent>();
	}
	else
	{
		MovementComponent = NULL;
		AnimInstance = NULL;
	}
}
PyObject *py_ue_get_anim_instance(ue_PyUObject *self, PyObject * args)
{

	ue_py_check(self);

	if (!self->ue_object->IsA<USkeletalMeshComponent>())
		return PyErr_Format(PyExc_Exception, "uobject is not a USkeletalMeshComponent");

	USkeletalMeshComponent *skeletal = (USkeletalMeshComponent *)self->ue_object;

	UAnimInstance *anim = skeletal->GetAnimInstance();
	if (!anim)
	{
		Py_INCREF(Py_None);
		return Py_None;
	}

	Py_RETURN_UOBJECT((UObject *)anim);
}