How to render a Sparse Voxel Octree (signed distance field)?

Dear forum, I apologizse for this cross posting. I hope that the readers of this rendering part can help me further with this issue:

I have developed some 3D modeling and reconstruction algorithms from stereo or multi-view cameras and have all my geometry as a signed distance field stored as a sparse voxel octrees.

Now, I would like to render the sparse voxel octree (signed distance field) in the unreal4 engine.
Could someone give me a hint where to start?

Thank you very much in advance!

You’d probably want to dynamically create a mesh based on the voxels, then depending on what kind of look you are going for, possibly apply some sort of smoothing algorithm such as the Marching Cubes algorithm. You are going to want to look at the C++ implementation of static meshes in the source code and decide the best way to implement your mesh construction algorithm based on that.