Saving UTexture2D to the PF_R8G8 pixel format

Creating and writing to UTexture2D in the PF_R8G8 pixel format at runtime works well (for direct color lookup onto 256 x 256 textures, R = UV.x, G = UV.y). But I can’t get to save them without them losing their format.

texture->GetPlatformData()->PixelFormat = EPixelFormat::PF_R8G8;

texture->GetPlatformData()->Mips[0]->BulkData.Lock(LOCK_READ_WRITE);

void* data_ptr = texture->GetPlatformData()->Mips[0]->BulkData.Realloc(sizeof(uint16) * source._num);

memcpy(data_ptr, source, sizeof(uint16) * source_num);

texture->GetPlatformData()->Mips[0].BulkData.Unlock();
texture->UpdateResource();

This works fine. But at some point I have to write the following so the texture is saved across sessions :

texture->Source.Init(height, height, 1, 1, ETextureSourceFormat::TSF_BGRA8, (uint8*)source);

Problem is that there is no PF_R8G8 or seemingly compatible 16 bit format in the ETextureSourceFormat enum.

Any workaround?