How should I go about implementing compute shaders?

I’ve looked around and there does not seem to be much documentation on how Compute Shaders can be used in Unreal. This is surprising to me considering how useful and common compute shaders are within…like everything. Especially since a “compute shader” could be achieved by simply allowing us to render to a texture or rendering a shader on a single quad. But we can’t even have custom shaders in glsl or hlsl natively? The only thing remotely similar seem to be Render Targets and the method of rendering something like a material to that is limited to manual calls in a tick function, and that seems to be incredibly inefficient.

So TLDR, does anyone have any up to date resources on how compute shaders can be added to Unreal or do I have to create a separate module with my own Vulkan implementation just to do this?