The code is already implemented… what you don’t know is how to use it…
But… this are pointers
here
here
here
They are not UObject so check all them using nullptr
if(MyPointer==nullptr)
{
//invalid pointer
return;
}
When you find the NULL punter then you need allocate memory for it…
i think the NULL pointer can be this
UTextureRenderTarget2D* Texture
but check all them anyway
This Array need a size too
TArray<FColor>& Array
the size is this
SizeX * SizeY * sizeof(FColor)
i’m not sure if Array = std::move(CommandData->DestBuffer); do this job or not… but i think not…
If not you need resize it before pass it to the function.
In other hand you have a asynchronous function… it can cause pointers problems too.
Make sure the code is bloking here untill the job is done!!
// wait until render thread operation completes
Future.Get();
Best regards!!