How to export transient texture to disk?

Since version 4.21 the engine does not support anymore the function SaveImage of the class HighResScreenshotConfig, thus from my understanding I now have to use ExportToDisk from the UImageWriteBlueprintLibrary class. The problem is that it always fails to produce an image, since it fails the check

InTexture->Resource->TextureRHI

due to the field being null for the transient texture supplied in input, thus quitting the saving process. What am I doing wrong about this texture? The process by which I’m defining it is this

//OutBPM is an array of FColor filled in the beginning

UTexture2D* Texture = UTexture2D::CreateTransient(width, height, PF_B8G8R8A8);
FColor* MipData = static_cast<FColor*>(Texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE));
FColor * Data = Mip.BulkData.Lock(LOCK_READ_WRITE);
FMemory::Memcpy(MipData, OutBMP.GetData(), (width * height * 4));
Texture->PlatformData->Mips[0].BulkData.Unlock();
Texture->UpdateResource();