How to using bindless resources in a custom shader?

Recently, UE5.6 has supported bindless.

But I don’t know how to use it?

​Here, I’ll copy a similar question from the community. Using bindless resources in a custom shader - Development / Rendering - Epic Developer Community Forums

So my main questions are:

  • How to declare a bindless resource array in a shader?
  • How to declare a bindless resource array in a shader parameter struct?
  • How to fetch a texture from a bindless resources in shader?
  • How to properly fill parameter struct when using bindless resources?

Could there be some test cases or some small examples?

Hello, we added experimental support for bindless in UE 5.4 and it’s still experimental in UE 5.6, but we don’t currently have a way to make custom code that uses bindless resources directly, the current implementation is a fully-automated conversion from “bindful” to bindless. The best reference would be to see how UTextureCollection uses bindless, though it is experimental and likely to undergo changes.