Any plan to support scene depth on Android devices?

I’m working on a mobile game and trying to implement silhouette of occluded actors just like UDK | DevelopmentKitGemsRenderingOccludedActors
But it need to compare pixel depth and scene depth which is not supported on mobile devices.
And i checked shader(Common.usf) and found

	#if COMPILER_GLSL_ES2
		#if IOS
			// Only call FramebufferFetch when actually compiling for IOS ES2.
			return FramebufferFetchES2().w;
		#elif WEBGL
			return Texture2DSampleLevel(SceneAlphaCopyTexture, SceneAlphaCopyTextureSampler, ScreenUV, 0).r;
		#else
			return 65000.0f; 
		#endif 

which return 65000 for scene depth on Android devices.
Do you have any plan to support scene depth node for mobile devices or any other workaround to draw silhouette for occluded actor?

If you upgrade to version 4.9, Android is supported. I tested it on device, and it worked. Here is the new usf shader.

float CalcSceneDepth( float2 ScreenUV )

{

#if FEATURE_LEVEL > FEATURE_LEVEL_ES3_1
return ConvertFromDeviceZ(Texture2DSampleLevel(SceneDepthTexture, SceneDepthTextureSampler, ScreenUV, 0).r);
#else
#if COMPILER_GLSL_ES2
#if IOS
// Only call FramebufferFetch when actually compiling for IOS ES2.
return FramebufferFetchES2().w;
#elif WEBGL
return Texture2DSampleLevel(SceneAlphaCopyTexture, SceneAlphaCopyTextureSampler, ScreenUV, 0).r;
#else
float SceneW = ConvertFromDeviceZ(Texture2DSampleLevel(SceneDepthTexture, SceneDepthTextureSampler, ScreenUV, 0).r);
return DepthbufferFetchES2(SceneW, View.InvDeviceZToWorldZTransform[2], View.InvDeviceZToWorldZTransform[3]);
#endif
#elif METAL_PROFILE
return FramebufferFetchES2().w;
#else
return ConvertFromDeviceZ(Texture2DSampleLevel(SceneDepthTexture, SceneDepthTextureSampler, ScreenUV, 0).r);
#endif
#endif
}