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PR #8679: regenerate UBO structs when platform changes (Contributed by tuxerr)
#rb Mihnea.Balta,Lukas.Hermanns [FYI] Arciel.Rekman #preflight 61a9017f800738dbfbbc4920 #ROBOMERGE-AUTHOR: jeannoe.morissette #ROBOMERGE-SOURCE: CL 18408495 in //UE5/Release-5.0/... via CL 18408515 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271) [CL 18408530 by tuxerr in ue5-release-engine-test branch]
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@@ -242,7 +242,7 @@ FShaderType::FShaderType(
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{
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FTypeLayoutDesc::Register(InTypeLayout);
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bCachedUniformBufferStructDeclarations = false;
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CachedUniformBufferPlatform = SP_NumPlatforms;
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// This will trigger if an IMPLEMENT_SHADER_TYPE was in a module not loaded before InitializeShaderTypes
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// Shader types need to be implemented in modules that are loaded before that
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