In my project I'm making heavy use of "raw" texture updates, like this:
Everything works fine in PIE, Standalone Game and even Mobile Preview.
However, when I package the project for Windows (in development configuration) and launch the game, textures do not update. Why? Did I miss something?
Code:
// Calc buffer size size_t BufferSize = BackgroundTextureSize.X * BackgroundTextureSize.Y * 4 * sizeof(uint8); // Lock resource and get raw data (READ WRITE) uint8 *RawData = (uint8*)BackgroundTexture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE); if (!RawData) { UE_LOG(LogTemp, Warning, TEXT("ResetBackgroundImage(): cannot read background texture data!")); return; } // Copy memcpy(RawData, BackgroundTextureDataCache, BufferSize); // Release resource BackgroundTexture->PlatformData->Mips[0].BulkData.Unlock(); // Update resource BackgroundTexture->UpdateResource();
However, when I package the project for Windows (in development configuration) and launch the game, textures do not update. Why? Did I miss something?
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