You can create a Render Target and populate it from your buffer. Reference it in a UMG Image widget for example.
For reference:
`ENQUEUE_RENDER_COMMAND(WebRTCPopulateRTT)(
[RTResource, Buffer = MoveTemp(BGRA8), Width, Height](FRHICommandListImmediate& RHICmdList)
{
const FTextureRHIRef& TextureRHI = RTResource->GetRenderTargetTexture();
RHICmdList.Transition(
FRHITransitionInfo(TextureRHI, ERHIAccess::Unknown, ERHIAccess::CopyDest)
);
const FUpdateTextureRegion2D Region(0, 0, 0, 0, Width, Height);
RHIUpdateTexture2D(
TextureRHI,
0,
Region,
Width * 4,
Buffer.GetData()
);
RHICmdList.Transition(
FRHITransitionInfo(TextureRHI, ERHIAccess::CopyDest, ERHIAccess::SRVMask)
);
}
);`