Using existing FTexture2DRHIRef to make a new UTexture2D ?

Background
I’m not really sure how this is supposed to work but from what I can understand UTexture2D’s have a resource that contains FTexture2DRHIRef and I’m assuming the FTexture2DRHIRef is the meat of a UTexture2D (could be wrong here) and yet there is no way to set the FTexture2DRHIRef directly to a new UTexture2D.

A UTexture2D just creates its own resource when it is made.

ISSUE
I’m trying to get some FTexture2DRHIRef info obtained from FSceneRenderTargets::Get(RHICmdList).GetSceneDepthSurface(); and visualize it in a texture via a UTexture2D but can’t figure out how to do such a feat.