OpenCL & Vulkan Computing power to UE blueprints

UPDATE:

After a lot of research on glslang and SPIR-V i managed to get the compiler working for GLSL.

I’m using the same workflow path as Epic (Kudos to them for already implementing most of the things in VulkanShaderFormat module).
Getting HLSL to work would require porting HLSL to GLSL using hlslcc and from there compile the code to SPIR-V as usual with glslang.

Glslang and hlslcc are already implemented in the engine as modules which is awesome as i don’t have to compile and implement them myself.

After compilation is implemented i believe is going to be a straight forward process to get Vulkan to blueprints.