I’m using UTextureRenderTarget2D.
TArray<FColor> SurfData;
auto RenderTarget = RenderTexture->GameThread_GetRenderTargetResource();
RenderTarget->ReadPixels(SurfData);
Or:
CachedRenderTexture = UTexture2D::CreateTransient(RenderTexture->SizeX, RenderTexture->SizeY, PF_B8G8R8A8);// RenderTexture->GetFormat());