diff --git a/Gems/Atom/RPI/Code/Source/RPI.Public/Material/Material.cpp b/Gems/Atom/RPI/Code/Source/RPI.Public/Material/Material.cpp index eac1ee42e5..d9691ca175 100644 --- a/Gems/Atom/RPI/Code/Source/RPI.Public/Material/Material.cpp +++ b/Gems/Atom/RPI/Code/Source/RPI.Public/Material/Material.cpp @@ -261,7 +261,7 @@ namespace AZ { // TODO: I think we should make Shader handle OnShaderAssetReinitialized and treat it just like the shader reloaded. - ShaderReloadDebugTracker::ScopedSection reloadSection("Material::OnShaderAssetReinitialized %s", shaderAsset.GetHint().c_str()); + ShaderReloadDebugTracker::ScopedSection reloadSection("{%p}->Material::OnShaderAssetReinitialized %s", this, shaderAsset.GetHint().c_str()); // Note that it might not be strictly necessary to reinitialize the entire material, we might be able to get away with // just bumping the m_currentChangeId or some other minor updates. But it's pretty hard to know what exactly needs to be // updated to correctly handle the reload, so it's safer to just reinitialize the whole material.