Can you setup a gbuffer with pixel format defined as 'uint' in UE4

Hi guys currently I’m trying to create a custom gbuffer via C++ right now. I’m hoping I can render some customized uint mask bitwisely to the RT in BasePass PS.

When creating gbuffer, I found the descriptor’s pixel format can be set as ‘PF_R16G16B16A16_UINT’, but also the PS output define the MRT as float4. So I am quite confused now. I do not know if I can write unsigned 16 bit data to a render target as my customized gbuffer in BassPass PS.

Can someone help me with this? Any comments are highly appreciated.
Thanks in advance.

Ferdinand.