OK. So like we can no longer call GetComputeShader() from inside custom shader now? Cause I used to do things like
class FMyShader : public FGlobalShader
{
...
void BindShaderBuffer(FRHICommandList& RHICmdList, FUnorderedAccessViewRHIRef OutputBufferUAV)
{
SetUAVParameter(RHICmdList, GetComputeShader(), OutputBuffer, OutputBufferUAV);
}
}