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How to reade and write pixel value of UTexture2D?

Hi everybody, I capture a scene with OpenCV and I want to write pixel value of captured image to UTexture2D but I can't I already setup a material which has a texture parameter and I also created an instance Material of that then I create a C++ class but when I trying to change pixel value it does not work properly it's change just top part of mesh, and I already read Ginku's wiki but I don't understant that it's to messy, here is my function code.

 void ADynamicTexture::capture()
     cv::Mat img = cv::imread("D:\\img.jpg");
     UTexture2D *ut2 = UTexture2D::CreateTransient(img.size().width, img.size().height);
     ut2->CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;
     ut2->SRGB = 0;
     FTexture2DMipMap &mip = ut2->PlatformData->Mips[0];
     void *data = mip.BulkData.Lock(LOCK_READ_WRITE);
     FMemory::Memcpy(data, img.data, img.size().width * img.size().height);
     matInst->SetTextureParameterValue(FName("DTexture"), ut2);
     mesh->SetMaterial(0, matInst);

Product Version: UE 4.11
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asked Apr 22 '16 at 05:28 PM in C++ Programming

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Bahman Mokri
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Your not copying enough information you need to provide a stride to your mem copy.

 auto stride = (int32)( sizeof(uint8) * 4 ); // for r, g, b, a
 FMemory::Memcpy(data, img.data, img.size().width * img.size().height * stride);

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answered May 06 '16 at 10:40 PM

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avatar image Hnomer Mar 11 '18 at 09:19 AM

Thanks! Solved my problem!

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