What I try to do:
I am trying to update a Texture every Frame because one of my Materials needs it.
Using the following code works fine in Editor but doesn’t work at all in a packaged game.
Mip.BulkData.Lock( LOCK_READ_WRITE );
// …
Mip.BulkData.Unlock( );
Texture->UpdateResource();
That is why I followed this tutorial: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums
I copied the code from the section ‘Dynamic Texture & Dynamic Material’,
modified the Colors using this code:
int pixelAmount = mDataSize / 4;
for (int i = 0; i < pixelAmount; ++i)
{
int b = i * 4 + 0;
int g = i * 4 + 1;
int r = i * 4 + 2;
int alpha = i * 4 + 3;
mDynamicColors[r] = 255;
mDynamicColors[g] = 255;
mDynamicColors[b] = 255;
mDynamicColors[alpha] = 255;
}
And finally applied the changes:
mDynamicTexture->UpdateTextureRegions(0, 1, mUpdateTextureRegion, mDataSqrtSize, (uint32)4, mDynamicColors);
mDynamicMaterial->SetTextureParameterValue("LightLookupTexture", mDynamicTexture);
Now the Texture and the Material properly update even in a packaged project.
The Problem:
The texture has strange artifacts. In the first picture, I set r, g, and b to 255. In the second picture, I set everything to 0.


Please help!
In 2 years of programming, this is the first time I submitted a question to a forum. I spent already around 10 hours trying to make this code functional in a packaged project and I am at a total loss. Any help and suggestions are much appreciated! Thank you.