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]
This commit is contained in:
tuxerr
2021-12-08 13:31:51 -05:00
parent cbc48d08b3
commit a531f1d4b4
6 changed files with 35 additions and 19 deletions
@@ -242,7 +242,7 @@ FShaderType::FShaderType(
{
FTypeLayoutDesc::Register(InTypeLayout);
bCachedUniformBufferStructDeclarations = false;
CachedUniformBufferPlatform = SP_NumPlatforms;
// This will trigger if an IMPLEMENT_SHADER_TYPE was in a module not loaded before InitializeShaderTypes
// Shader types need to be implemented in modules that are loaded before that