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Retrieve values from PixelShader to the C++ side using RWTexture

I am currently trying to retrieve Depth and Translucency values for some research work. I am currently stuck at retrieving these values on to the CPU side. I am using a postprocessing pass and using its shader I am able to print the values to the screen. But what I would want to achieve is to store these values in a RWBuffer and retrieve them on to the CPU side for a specific no of frames. The UAV's that I am currently using tend to replace the PostProcess inputs when I try to do an atomic add on the UAV's on the shader side. I know this is confusing but does anyone have any experience in doing this?

Product Version: UE 4.21
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asked Dec 01 '18 at 04:54 AM in Rendering

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