In UEDeployAndroid ReadEngineVerson may not have been called with bAppendChangeListToVersionDisplayName

In `UEDeployAndroid.cs` there is the `GetVersionDisplayName` function.

There is a bug, in which the EngineVersion may not have been read in the flow. The function depends on `ReadEngineVersion()` having been called elsewhere in the flow, which may not have happened.

The simple fix is to call `ReadEngineVersion()` in the right context, just before `VersionDisplayName = String.Format(“{0}-{1}”, VersionDisplayName, EngineChangelist);` is called in `GetVersionDisplayName()`.

I have raised a pull request in Github here https://github.com/EpicGames/UnrealEngine/pull/14850

public string GetVersionDisplayName(bool bIsEmbedded)
{
    if (String.IsNullOrEmpty(CachedVersionDisplayName))
    {
       ConfigHierarchy Ini = GetConfigCacheIni(ConfigHierarchyType.Engine);
       string VersionDisplayName = "";
       Ini.GetString("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "VersionDisplayName", out VersionDisplayName);

       if (Unreal.IsBuildMachine())
       {
          bool bAppendChangeListToVersionDisplayName = false;
          Ini.GetBool("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "bAppendChangeListToVersionDisplayName", out bAppendChangeListToVersionDisplayName);
          if (bAppendChangeListToVersionDisplayName)
          {
             // BUG!!!
             // EngineChangelist may still be default because ReadEngineVersion() has not been called!
             // Just call ReadEngineVersion(); here
             VersionDisplayName = String.Format("{0}-{1}", VersionDisplayName, EngineChangelist);
          }

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Thank you for bringing this to our attention. This has been integrated at CL 54753669.

Best regards.

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