Write Texture2DRHI or UAV to Render Target

For the ones who are still struggling on this issue:

FTexture2DRHIRef Texture = RHICreateTexture2D(SizeX, SizeY, PF_A32B32G32R32F, 1, 1, TexCreate_ShaderResource | TexCreate_UAV, CreateInfo);
	FTexture2DRHIRef OriginalRT = OutputTargetResource->GetRenderTargetTexture();
	FUnorderedAccessViewRHIRef TextureUAV = RHICreateUnorderedAccessView(Texture);

	ComputeShader->SetParameters(RHICmdList, TextureUAV);
	DispatchComputeShader(RHICmdList, *ComputeShader, SizeX / 32, SizeY / 32, 1);
	
	ComputeShader->UnbindBuffers(RHICmdList);
	// Now parameter Texture saves the execute result
	FRHICopyTextureInfo CopyInfo(SizeX,SizeY);
	RHICmdList.CopyTexture(Texture, OriginalRT, CopyInfo);

This Key is to make the FRHICopyTextureInfo struct and then CopyTexture function works, OriginalRT then works for material use