I’m still in the process of testing this and I’m not suggesting you change the tutorial to use this, but I wanted to include it for anyone else that might come across this and find it useful. All FColor stores is the RGBA as a single 32 bit integer, so you should be able to cast from FColor* to uint8* and it should work fine.
RegionData->SrcData = reinterpret_cast<uint8*>(TextureData);
The upside of this is that it simplifies the code and you now have easier access to all the FColor methods to use on your underlying data. That being said, I reiterate that I haven’t fully tested it yet. While I don’t see any reason that it should cause problems, use it at your own risk.