[UPROPERTY](Programming/UnrealArchitecture/Reference/Properties)(EditAnywhere, BlueprintReadWrite, Meta=(UIMin=0, ClampMin=0), Category="Frames")
int32 HandleFrameCount
Top level shot track sections will automatically be expanded by this many frames in both directions, and the resulting additional time will be rendered as part of that shot. The inner sequence should have sections long enough to cover this expanded range, otherwise these tracks will not evaluate during handle frames and may produce unexpected results. This can be used to generate handle frames for traditional non linear editing tools.