Engine texture formats and native resource access

Hi All. It is silent on the AnswerHub so I will try here.

I am creating a data (not pixels) texture in runtime.

I have two questions regarding this:

  1. How do I access the native RHI texture? Here is how I do it now,but Resource->GetTexture2DRHI(); returned NULL.

    myTexture = UTexture2D::CreateTransient(TextureWidth,    TextureHeight,EPixelFormat::PF_R16G16B16A16_SNORM);
    
       if (myTexture )
       {
      // no compression.
     	myTexture ->CompressionSettings = TextureCompressionSettings::TC_EditorIcon;
     	myTexture ->SRGB = 0;
     	myTexture ->MipGenSettings = TextureMipGenSettings::TMGS_NoMipmaps;
     	myTexture ->UpdateResource();
     }
    
    
     FUpdateTextureRegion2D texRegion = { 0, 0, 0, 0,(unsigned) TextureWidth,(unsigned)TextureHeight 
    };
      
     UpdateTextureRegion(myTexture , 0, texRegion, myTexture ->GetSurfaceWidth() * (64), 64, (uint8*)TextureData, false);
    
        //HERE GETTING NULL
     auto   tex2dRHI = CurveTexture->Resource->GetTexture2DRHI();
    
  2. I want to be sure I pick up correct pixel format.

In OpenGL those are:

Texture 1 : GL_RGBA16F ,GL_HALF_FLOAT

Texture 2: GL_RGBA16UI, GL_UNSIGNED_SHORT

In UE4 EPixelFormat enum I found PF_R16G16B16A16_SNORM and PF_R16G16B16A16_UINT

Are those equivalent to the above GL types?

Thanks!