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- Putting UniformBuffer name array key in a global header - UniformBuffer name array shouldn't even been compiled in configurations that don't populate it - Load shader UniformBuffer names in D3D12 - Adding error logging to D3D12 resource binding, uses shader UniformBuffer names. Implementation copied from D3D11. #jira none #rb kenzo.terelst #preflight 61b23198e0430ca438c973de #ROBOMERGE-AUTHOR: christopher.waters #ROBOMERGE-SOURCE: CL 18420494 in //UE5/Release-5.0/... via CL 18422574 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271) [CL 18422839 by christopher waters in ue5-release-engine-test branch]