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- Fix for CacheResourceShadersForRendering happening after CacheFromShaderCompiled which can lead to incorrect data being cached in the editor
#rb rob.krajcarski #rnx #ROBOMERGE-OWNER: stu.mckenna #ROBOMERGE-AUTHOR: stu.mckenna #ROBOMERGE-SOURCE: CL 18947348 via CL 18947356 via CL 18947365 via CL 18947372 via CL 18947753 via CL 18947848 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18947856 by stu mckenna in ue5-main branch]
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@@ -1218,6 +1218,19 @@ void UNiagaraEmitter::CacheFromCompiledData(const FNiagaraDataSetCompiledData* C
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}
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}
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// Cache shaders for all GPU scripts
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#if WITH_EDITORONLY_DATA
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if ( AreAllScriptAndSourcesSynchronized() )
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{
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ForEachScript(
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[](UNiagaraScript* Script)
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{
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Script->CacheResourceShadersForRendering(false, false);
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}
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);
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}
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#endif
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// Cache information for GPU compute sims
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CacheFromShaderCompiled();
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@@ -1277,19 +1290,6 @@ void UNiagaraEmitter::CacheFromCompiledData(const FNiagaraDataSetCompiledData* C
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MaxInstanceCount = 0;
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}
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// Cache shaders for all GPU scripts
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#if WITH_EDITORONLY_DATA
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if (AreAllScriptAndSourcesSynchronized())
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{
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ForEachScript(
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[](UNiagaraScript* Script)
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{
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Script->CacheResourceShadersForRendering(false, false);
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}
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);
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}
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#endif
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#if WITH_NIAGARA_DEBUG_EMITTER_NAME
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// Ensure our debug simulation name is up to date
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// Only required on uncooked as it can change due to compilation
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