I'm looking for the proper way to immigrate an OpenGL project to Unreal.

I’m trying to immigrate an OpenGL VR project to Unreal to add UIs and some beautiful CG effects.
Because it’s a project with complicated CUDA computing, so I don’t want to change any data structure. I just want to change the drawing part.
The project uses glDrawElements most time. I read a lot and tried procedural mesh and DynamicMeshBuilder. I think they are both very different from OpenGL’s VAO and VBO. Do I understand wrongly?
Can someone point a right direction for me? Thank you very much.