How does Unreal packaging work in terms of texture formats?
The reason I ask is that I use a dynamic texture with settings NoMipmaps, ColorLookupTable, VectorDisplacementmap (RGBA8). I’m able to edit it with C++ code when I run in Windows editor mode:
FColor* FormatedImageData = static_cast<FColor*>(Mip.BulkData.Lock(LOCK_READ_ONLY));
However, it doesn’t work when I package it even for Windows (or for Android).