How do I pass UTexture2D to compute shader?

Hi!

I’m currently writing a compute shader that process multiples textures to one single.
I’d like to know how you do to basically create a shader resource from an UTexture2D passed from a component and set it to my shader.
I’ve tried CreateResource() then InitRHI() but it always crashes when try to call RHICreateUnorderedAccessView().

Could you help me?

Thanks!