Can someone explain how to use a render target array?
this is how i use a normal RenderTarget with a compute shader
FRDGTextureDesc Desc(FRDGTextureDesc::Create2D(FIntPoint(HeightMapResolution), PF_R16F, FClearValueBinding::White, TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_UAV));
FRDGTextureRef TmpTexture = GraphBuilder.CreateTexture(Desc, TEXT("Heightmap_TempTexture"));
FRDGTextureRef TargetTexture = RegisterExternalTexture(GraphBuilder, HeightmapInfo->HeightMapsRT->GetRenderTargetResource()->GetTextureRHI(), TEXT("HeightMapRenderTarget"));
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PassParameters->RawHeightMap = GraphBuilder.CreateUAV(TmpTexture);
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AddCopyTexturePass(GraphBuilder, TmpTexture, TargetTexture, FRHICopyTextureInfo());
i could not find a solution inside the engine code.
maybe i am lucky and you guys can help me