How to use compute shaders in Unreal Engine 5?

Hi! I am working on a game in Unreal Engine 5 but I am stuck with what should be a simple task: implementing compute shaders in game. To preface, I am new to Unreal Engine, so I’ve been using ChatGPT to help guide me. While it isn’t perfect, it has helped me understand things where the documentation has either been lacking or outdated. I understand ChatGPT isn’t the answer, but after horrendous experiences with StackOverflow, I hope you can’t blame me for trying. It did generate code that is almost working. However, I cannot get ChatGPT to generate the C++ code required for fully implementing this compute shader:

#include "/Engine/Private/ShaderCommon.ush"

RWTexture2D<float4> OutputTexture : register(u0);
Texture2D InputTexture : register(t0);
SamplerState InputSampler : register(s0);

// Thread group size (can be adjusted for performance)
[numthreads(8, 8, 1)]
void MainCS(uint2 pixel : SV_DispatchThreadID)
{
    float2 uv = pixel / float2(OutputTexture.GetDimensions());
    float aberrationAmount = 0.002; // Adjust this for stronger effect

    float3 color;
    color.r = InputTexture.Sample(InputSampler, uv + float2(aberrationAmount, 0)).r;
    color.g = InputTexture.Sample(InputSampler, uv).g;
    color.b = InputTexture.Sample(InputSampler, uv - float2(aberrationAmount, 0)).b;

    OutputTexture[pixel] = float4(color, 1.0);
}

It is meant to replicate chromatic aberration. I am well aware of other methods of adding CA, but that is NOT the goal. I wanted something simple so I can learn how to add compute shaders to a game. Since CA is something visual and something basic, I decided that would be my example.

I want to implement this as a plugin so it can be toggled on or off and shared. I was able to get ChatGPT to guide me through most of this, but where it is stuck is on this section:

Step 5: Apply Chromatic Aberration Effect

Modify Your Post-Processing or Custom Render Feature

Call ExecuteChromaticAberrationPass() in a post-processing effect:

void ApplyChromaticAberrationEffect(FRDGBuilder& GraphBuilder, FScreenPassTexture InputTexture)
{
    FRDGTextureRef OutputTexture = GraphBuilder.CreateTexture(InputTexture.Texture->Desc, TEXT("ChromaticAberrationOutput"));

    float AberrationStrength = 0.005f; // Adjust dynamically

    ExecuteChromaticAberrationPass(GraphBuilder, InputTexture.Texture, OutputTexture, AberrationStrength);
}

I asked where and how to call the code, and it wants to put the code in the plugin’s main .cpp/.h files, but keeps referencing various code in PostProcess module which seems to be deprecated/outdated, such as PostProcess/PostProcessMaterial.h. I tried asking it not to use PostProcess, but it then switches to other deprecated things. I am now at a point of being stuck and would greatly appreciate any resources that are up to date for the current Unreal Engine 5. And no, downgrading is not an option.
Thanks for your help!