I found the solution that you can create CopyShader by following
SCREEN_PASS_TEXTURE_VIEWPORT(ViewParams)
Texture2D CameraDepthTexture;
void MainPS(float4 SvPosition : SV_POSITION, out float depth : SV_Depth)
{
const int2 pixelPos = int2(SvPosition.xy);
depth = CameraDepthTexture.Load(int3(pixelPos, 0)).r;
}
then, you can do
FPixelShaderUtils::AddFullscreenPass(
graphBuilder, globalShaderMap, FRDGEventName(TEXT("Copy Depth")), copyDepthShader, copyDepthParam, viewport);
AddCopyTexturePass(graphBuilder, sceneDepth.Texture, SceneDepthCopyRenderTarget.Texture);