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Trouble with getting data from compute shader

Hello everyone! I try to develop compute shader for Marching Cubes algorithm. I setup all using Temaran guide https://github.com/Temaran/UE4ShaderPluginDemo

I successfully setup shader but have the problem data exchange between shader and C++ program.

I upload around 700 Mb voxel data to shader but when I try to get more 31 Kb data from shader I get only zeros. When I get less data, all fine.

I actually need to take more 10 Mb data back. How can I achieve this?

Data is stored in AppendStructuredBuffer and I copy it with this code:

     srcPtr = (uint8*)RHILockStructuredBuffer(shaderOutDataBuffer, 0, sizeof(FOutTriangle) * total_size, EResourceLockMode::RLM_ReadOnly);
     // Reference pointer to first element for our destination ComputedColors
     uint8* dstPtr = (uint8*)_meshData.GetData();
     // Copy from GPU to main memory
     FMemory::Memcpy(dstPtr, srcPtr, sizeof(FOutTriangle) * total_size);
     //Unlock texture

If total_size less than 450, all works fine but I have much more triangles in out.

Product Version: UE 4.18
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asked May 10 '18 at 10:32 AM in Rendering

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Angel Phosphoros
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