RWBuffer and Buffer in compute shaders when they binding with the same resource

@ThD_ManiaC

In my case, I don’t have AActor class and Tick().

Invoke GraphBuilder.QueueBufferExtraction(Source, Destination) to keep a TRefCountPtr<FRDGPooledBuffer>, this one is independent with GraphBuilder between frames(In my comprehension, GraphBuilder is different in two frames).

When using the kept Buffer in later frames, invoke GraphBuilder.RegisterExternalBuffer() to do something like rebuilding the connection between GraphBuilder and the RDGResources.

In my test, this works and I think it is a elegant way to sync resources.

But here comes another problem, how can I initialize a FRDGBuffer with custom data such as an array? I didn’t find any way through exist codes in the engine.