C++ 2d arrays are different than np 2d arrays or any 2d array in py.
Rows and columns are different
The columns in np array are rows and you count where you want on the row, and columns go vertical and represent each row where as in c++ is different the columns are actually the position on the rows.
Each row should be a column as you go down vertical, not in C++ the columns are actually the numbers on the rows.
For example I have a row, and each row is a column. This example has 3 rows and each row represents a column.
Column 1 = 1,2 3,4
Column 2 = 5,6,7,8,
Column 3 = 9,10,11,12
this has 3 columns made of rows, and each row is 4 digits long.
if I want to access number 7 for example x/y I say column 2 row position 3, it actually starts from 0 but this is a good example.
x/y plot 2,3
number of column and position on the row, where as in C++ is different the column is actually the row number, why would they do it like this since column means vertical, going vertical on the index.
I just want it to do it with blue print, grab the target render texture and send it inside of array, but C++ is an array inside an array, works different…
So me confused 
I find blue prints anoying anyway, so I think I’m off to C++ learning tutorials.
Well anyway 2d Arrays in C++ are totally dif…than py ones.
https://youtube.com/watch?v=B3iC40frU4MHe says columns are the position number on the row. But I think he explains wrong maybe, and 2 represents the number of columns and 3 how long the rows are. Anyway, this does not help me but it does sort of, to insert data into an array I must know how a 2d C++ array works.
I don’t like blueprints, I could not find any way to grab the texture that imprints on the plane/wall and send it to a 2d array.
You have all these components that overlap with all those wires, Crazy
and just like in UPBGE the documentation on these things is really brief and robotic on the Unreal documentation site.
If you could help me or anyone make a blue print with capture2d device to output inside a blue print. I saw that it may be possible, to cast the 2d device to a render-target inside the blueprint then that render target to 2array, all inside blueprint, I see the componets there but I have no idea how.
I just put the components there to show they are all there and it could be done ? but I don’t know how to connect them inbetween because they need other stuff as well. So I don’t need to make a render target2d outside visible, as I understand it could be done just with blueprints, with a rendertarget inside blue print from the camera blueprint where inside the blueprint there is the 2d render target that is sort of just the value without actually the texture on the material plane to project to but just internaly where it gets casted inside the blueprint then from there to 2d array ?
If you could look at the picture I uploaded, all the components are there but I have not connected anything, just put them there to say what I think of them sort of and if it could be done ? Again between these components there are probaly other components like loop and other stuff.
Now this I have installed visual studio.
Where do I paste this, I have no idea how it works I am new to C++ and unreal.
TArray<FColor> SurfData;
auto RenderTarget = RenderTexture->GameThread_GetRenderTargetResource();
RenderTarget->ReadPixels(SurfData);
Could you guide me a bit with this code.
Also down here the map with the components I made that I told you, I marked stuff with the boxes.
If you look at part A I can select the actual texture where (Set) texture name is “coasas” this is the render target texture used by me to project on the wall inside the scene, so camera projects on this as\like security cam, so it let’s me select it, or maybe I don’t need it and I can make one in blue print without actually creating one on the scene ? Well anyway I can select that and get it to array ? somehow by using rendertarget2d array ?
Well anyway, if I can select it then there must be a way in blueprint to convert it to integer to place it inside 2d array ?