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bNeedsSlowPath is set to false when we call FSlateInvalidationRoot::PaintInvalidationRoot, so we can't rely on it later in the prepass call to determine if we are in slow path. The issue is more hidden in Invalidation Panel as it avoids calling InvalidateRootLayout() and PaintInvalidationRoot() at the same time in most cases (the first call sets NeedsSlowPath to true and the second sets it to false before we get to prepass). #jira UE-150807 #rb Patrick.Boutot [CL 29900904 by zahra nikbakht in ue5-main branch]