Thats nice!
To read the buffer on the gpu its just these minor changes.
where you define the Compute-Shader use:
SHADER_PARAMETER_SRV( StructuredBuffer<float>, BufferSource )
When setting the resource in the Shader-Parameters, just pass the FStructuredBuffer instead of the FUnorderedAccessView:
ShaderParameters.BufferSource = BufferSource;
in the .usf
StructuredBuffer<float> BufferSource;
besides this, you can read from the RWBuffer too anyway^^