Does Tex Format R10G10B10A2 support hdr color writing?

Hi there, I am aware that the default postprocess Tex Format ( R11G11B10_Float ) is capable of storing hdr color value that is higher than 1.
The simple capture details from RendeDoc indicat the theory.
WXWorkCapture_16527585939635

WXWorkCapture_16527583205251

However, for some reasons, I have to make the use of the alpha channel to store extra information when rendering postprocess, so I change the render texture format to R10G10B10A2.
but I could only get the truncated value, which I wonder what is happening.
WXWorkCapture_16527585694860


Could anybody help ? anything could be appreciated.

After some research, I found UE4 use DXGI_FORMAT_R10G10B10A2_UNORM as the default pixel format for win platform.
ne-dxgiformat-dxgi_format
So, maybe I could try modifying the default one to DXGI_FORMAT_R10G10B10A2_TYPELESS or DXGI_FORMAT_R10G10B10A2_UINT.