Set Texture from external ShaderResourceView

I’m trying to bring some Unity code to Unreal. The Unity code is dead simple:



public void SetTexture(Texture2D  replaceTexture, IntPtr videoTexture)
{
    replaceTexture.UpdateExternalTexture(videoTexture);
}


The IntPtr is a pointer to ID3D11ShaderResourceView, this has already been prepared and is ready in the GPU.

There simply is no equivalent in Unreal and I get that I’m probably going to have to write some pretty specific code, something that works directly with DX11 and bypasses a lot of the normal hierarchy. Any suggestions on where to go with this? I’m not a rendering expert and I’m not sure where to start.

Any help? Anyone?

Well, for anyone interested, I got it working. I had to write my open D3D11 texture class that supports binding to a shared texture resource. I can then pass that off to a UMediaTexture via UpdateTextureSinkResource.

hello, now i have the same question, can you give me you example to solve this problem