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- Moved HitDataBuffer build logic from BuildLumenHardwareRayTracingMaterialBindings(...) to new BuildLumenHardwareRayTracingHitGroupData(...). - BuildLumenHardwareRayTracingHitGroupData(...) iterates over VisibleRayTracingMeshCommands instead of bindings so that we don't have to build bindings when only inline raytracing is used and also means we don't end up doing multiple passes over the commands when LumenHardwareRayTracing::NumHitGroups > 1. - Call BuildLumenHardwareRayTracingMaterialBindings(...) inside BindLumenHardwareRayTracingMaterialPipeline(...) since bindings are only required when using RayTracing Pipeline (matches behaviour of BindRayTracingMaterialPipeline(...)) #jira UE-187704 #rb Krzysztof.Narkowicz, Daniel.Wright [CL 25825768 by tiago costa in ue5-main branch]