Offloading computations onto the GPU?

Hello,

I’m currently working on a sandbox game that utilizes high resolution voxel objects. I’ve figured out most systems now, and currently I’m trying to figure out how to introduce light physics simulations into the mix. Stuff like structural integrity checks for buildings, fluid simulations, hell, even high-speed surface contouring that I’d need to make these things dynamic enough for gameplay will clearly require the GPU. These things are vital to my game’s mechanics and, unfortunately, I cannot proceed with any other system until I solve this issue.

I’ve found very sparse information detailing how this is done in UE4, and I was hoping someone could shed some light on the matter; Despite going over Google with a fine-toothed comb, I’ve only found a tutorial explaining the process in the 4.7 version of the Engine.

Thanks in advance, folks!