Hi,
Could you expand on how you can get access the D3D handle.
I’ve been attempting to get access to the ID3DTexture like so, where cameraTarget is a UTextureRenderTarget2D. This compiles fine, but crashes when it’s run.
if (cameraTarget != NULL) {
if (cameraTarget->TextureReference.IsInitialized()) {
UE_LOG(LogTemp, Warning, TEXT("cameraTarget - TextureReference.IsInitialized()"));
FTextureReference fTexRef = cameraTarget->TextureReference;
FTextureReferenceRHIRef fTextRefRHIref = fTexRef.TextureReferenceRHI;
FRHITextureReference *frhiTexRef = fTextRefRHIref.GetReference();
FRHITexture *frhiTex = frhiTexRef->GetReferencedTexture();
ID3D11Texture2D *d3d11Tex = (ID3D11Texture2D*) frhiTex->GetNativeResource();
}
}
I also get a crash with just fTextRef = cameraTarget->Texture.
Thanks