Compute shaders, how do I do it?

I’m porting some code from Unity to Unreal, and one of my bits is a compute shader that can take a depth map from a depth sensor (i.e. Kinect, or Softkinetic), and render it in 3d with an appropriate material.

I have no idea how to even start this in Unreal. I’ve been diving into the ParticleGpuSimulation to see how they are doing it, but there is a lot of code in there so it’s hard to see just what I need to do.

Anyone have any hints/sample code that can drive me in the right direction?