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On Windows, "TargetedRHIs" is now split into "D3D11TargetedShaderFormats", "D3D12TargetedShaderFormats" and "VulkanTargetedShaderFormats". "TargetedRHIs" is still parsed for backwards compatibility. Using this, projects can now be more easily configured for D3D12-only or even Vulkan-only. Updated FShaderFormatsPropertyDetails to use FName instead of FString for shader platforms. Also added a filtering method for mixed RHI platforms like Windows. #jira none #rb mihnea.balta, josh.adams #preflight 6287cbf46c7692ac8cc8805f [CL 20300786 by christopher waters in ue5-main branch]