How to pass a value from engine to my game?

I am modify Unreal engine 4.21 to get some texture and other render resourse from ‘FDeferredShadingSceneRenderer’.
I try to save the texture by adding a MyPass.h in ‘source/runtime/renderer/public’:

class MyPassAssets {
	static FTexture2DRHIRef Texture;
	static bool bTextureInited;
};

And put texture into it in FDeferredShadingSceneRenderer::Render()
However, I found because my game project and engine is different .dll, so the address of these static value is different.
I try to use ‘__declspec(dllexport)’, but always face some link error.

How to correct get these resource, Or is there a easier way to get information from renderer?

While I found the answer. It is very simple actually.

first you should declear the function where you want to use:

typedef bool (*_foo)(); // Declare the DLL function

then before you used the function

FString filePath = FPaths::Combine(*FPaths::EngineDir(), TEXT(_dll_address)); // Concatenate the plugins folder and the DLL file.    
if (FPaths::FileExists(filePath))
{

    void *DLLHandle;

    DLLHandle = FPlatformProcess::GetDllHandle(*filePath); // Retrieve the DLL.
    if (DLLHandle != NULL)
    {
        _foo DLLfoo = NULL; // Local DLL function pointer.
        FString procName = "foo"; // The exact name of the DLL function.
        DLLfoo = (_foo)FPlatformProcess::GetDllExport(DLLHandle, *procName); // Export the DLL function.
        if (DLLfoo != NULL)
        {
            return DLLfoo (); // Call the DLL function, with arguments corresponding to the signature and return type of the function.
        }
    }
}

you could modify some code, according to your usage.