Avoid compute shader CPU readback

Depends on what the data is. I was thinking if it’s height map data you could do something like render to target. Then in a material you could sample the texture and use World Position Offset to display the height. I don’t think this is moving it from GPU to CPU because it’s only a visual effect. It wouldn’t have proper collision but you could see it being built. At the end you could move it from the GPU into a procedural mesh or something like that. If it’s a volume texture (3D texture) you could do something similar where you read the volume texture and display it with a volumetric effect like fog. If it’s mesh data there might be some way to flag it as a mesh on the GPU. I don’t know the specifics of how to do this in Unreal. I found this though. Update vertex buffer with data from GPU