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Removed cases of AddCopyToResolveTargetPass which either weren't necessary or weren't performing multisample resolves.
#preflight 628270aa046b81bf93c13e50 [CL 20226032 by zach bethel in ue5-main branch]
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@@ -451,7 +451,7 @@ static FRDGTextureRef AddCopySceneColorPass(FRDGBuilder& GraphBuilder, TArrayVie
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RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
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RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
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AddCopyToResolveTargetPass(GraphBuilder, SceneColor.Target, SceneColor.Resolve, FResolveRect(View.ViewRect));
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AddResolveSceneColorPass(GraphBuilder, View, SceneColor);
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const FIntPoint SceneColorExtent = SceneColor.Target->Desc.Extent;
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