Trouble Saving A Generated 32Bit Texture

So I’m currently trying to generate a UTexture2D that contains greater bit depth than 8Bits per channel. I was previously following docs and examples online which fill in texture data by reallocating bulkdata in a Mip, memcopying, then calling Source->Init with the pixel data being passed, however this only allows 8bit data.

I’ve tried reallocating float data into the Mip then adding it to the PlatformData->Mips, however this tends to lead to access violations or no data being written at all, any help is super appreciated.