How can one compose DynamicTextures at runtime in C++?

Is there a working example in c++ of altering a dynamic texture at runtime every tick, using an external file or by changing pixels, and then displaying this updated dynamic texture on an object in the world?

I’ve attempted to follow this tutorial but could not compile the second snippet of code:

Are there any public working examples or tutorials available?

I had the same problem, trying to compile the Dynamic Textures snippet and getting a fair few linker errors. After much grief and frustration I found the answer:

  1. Go to your MyProject.Build.cs-file.
  2. Locate the line PublicDependencyModuleNames.AddRange(new string[] { “Core”, “Engine”…
  3. Add “RHI” and “RenderCore” to the range.

From my understanding this is the way to make the building tool sort out the dll’s your project depends upon. For future reference if your project needs to depend upon more dll’s, they’re located in the folder …/EpicGames/4.x/Engine/Binaries/Platform/…-ModuleName.dll, where “ModuleName” is the string added to the PublicDependencyModuleNames.

I want to load texture dynamically with mipmaps…Is there any way to do it?