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How to read correct pixel values from 32-bit EXR image?

I'm trying to read in pixel values from a 32-bit EXR using the following code:

 FLinearColor UBlueprintFunctionLibrary::TextureTest(UTexture2D * TextureInput, int32 PixelIndex)
 {
     FLinearColor PixelColor;
     PixelColor = FLinearColor(1270, 1270, 1270, 1270);
 
     if (TextureInput)
     {
         FTexture2DMipMap * CurrentMipMap = &TextureInput->PlatformData->Mips[0];
         FByteBulkData * RawImageData = &CurrentMipMap->BulkData;
         FLinearColor* FormatedImageData = static_cast<FLinearColor*>(RawImageData->Lock(LOCK_READ_ONLY));
 
         PixelColor = FormatedImageData[PixelIndex];
 
         TextureInput->PlatformData->Mips[0].BulkData.Unlock();
     }
     return PixelColor;
 }

Unfortunately, this is giving me completely incorrect values from the pixels.

Does anyone know how to get correct (32-bit / HDR) values from an EXR through C++? Have been bashing my head against this for ages now. I feel like the correct values must be in there, and in theory accessible, but I can't work out how to get them out.

Any help massively appreciated!

Product Version: UE 4.16
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asked Aug 08 '17 at 04:16 PM in C++ Programming

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localstarlight
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