UShaderPlatformQualitySettings::UShaderPlatformQualitySettings(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	// high quality overrides are always enabled by default
	check(IsInGameThread());
	GetQualityOverrides(EMaterialQualityLevel::High).bEnableOverride = true;
}
void UShaderPlatformQualitySettings::AppendToHashState(EMaterialQualityLevel::Type QualityLevel, FSHA1& HashState) const
{
	const FMaterialQualityOverrides& QualityLevelOverrides = GetQualityOverrides(QualityLevel);
	HashState.Update((const uint8*)&QualityLevelOverrides, sizeof(QualityLevelOverrides));
}