C++ UTexture2D get null from GetPlatformData() after texture is initialized.

Thanks for your suggestion.

Do you have any idea why I got nullptr to the data and solve this by adding a little bit delay when using UTexture2D?

Sometimes I don’t do shader rendering but just modify the texture2d buffer by CPU.
Texture2D and RenderTarget2D should use the same texture.h to create the texture buffer. Or not?