We want to develop a Plugin that integrates our existing real world Cuda-based object tracking into the UnrealEngine.
What would be the best way to get access to the Depth (and normal, position) Buffer GPU Resources inside the engine when writing a Plugin? I tried several methods to access them from a USceneCaptureComponent2D or UTextureRenderTarget2D but had no luck so far.
Nother way I tried was going through a PostProcesing Pass. However I did not find a way to add a custom Pass to a SceneCaptureComponent without changing the engine source. Is it possible to add a PostProcessing Pass to a SceneCaptureComponent?