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Fixes for memory image names.
Correctly write to MemoryImageNames array, copy contents of TArrayView rather than the layout of the view object itself, handle name layout during patch application on foreign platforms. #rb none [FYI] johan.torp, ben.ingram #ROBOMERGE-OWNER: Ben.Woodhouse #ROBOMERGE-AUTHOR: robert.millar #ROBOMERGE-SOURCE: CL 19068807 via CL 19068829 via CL 19074886 via CL 19075335 via CL 19077116 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845) [CL 19077183 by robert millar in ue5-main branch]
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@@ -449,6 +449,8 @@ void FGlobalShaderMapId::AppendKeyString(FString& KeyString, const TArray<FShade
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{
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#if WITH_EDITOR
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LayoutParams.AppendKeyString(KeyString);
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{
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const FSHAHash LayoutHash = Freeze::HashLayout(StaticGetTypeLayoutDesc<FGlobalShaderMapContent>(), LayoutParams);
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KeyString += TEXT("_");
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