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Fixing out of bounds array access with non-nanite assets.
#jira none #rb zach.bethel #fyi ola.olsson #preflight none [CL 18649580 by christopher waters in 5.0 branch]
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@@ -174,7 +174,7 @@ void FVirtualShadowMapArrayCacheManager::FInvalidatingPrimitiveCollector::Add(co
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for (auto& CacheEntry : Manager.PrevCacheEntries)
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{
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TBitArray<>& RenderedPrimitives = CacheEntry.Value->RenderedPrimitives;
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if (bIsNaniteMesh || (PersistentPrimitiveIndex <= RenderedPrimitives.Num() && RenderedPrimitives[PersistentPrimitiveIndex]))
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if (bIsNaniteMesh || (PersistentPrimitiveIndex < RenderedPrimitives.Num() && RenderedPrimitives[PersistentPrimitiveIndex]))
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{
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if (!bIsNaniteMesh)
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{
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