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The layout info didn't differentiate between compute/graphics, so when a compute shader (e.g. FShaderPrintUploadCS) had the same layout as a graphics shader (e.g. FPostProcessBenchmarkPS), they mapped to the same entry in cache manager layout map, leading to a crash because we ended up using an FVulkanComputeLayout object where FVulkanGfxLayout was expected. #jira UE-197268 #rnx #rb jeannoe.morissette [CL 31913744 by mihnea balta in ue5-main branch]