Using a custom intersection shader for Ray Tracing?

I want to render procedural geometry with raytracing. I implemented a straight forward glsl raymarcher that renders my SDF based fractal with some satisfaction (like this), but I want shadows, AO, GI, all the juicy stuff. I have an RTX card and want to utilise the hardware accelerated raytracing features.

UE 4.23 release notes include the line

New: Added support for Procedural Geometries and intersection shaders in Ray Tracing.

How would I go about utilising this support for Procedural Geometries / intersection shaders in Ray Tracing? Is it available somewhere within the 4.25 release, or do I need to fork the codebase and hack together my own thing? I’m prepared to do either, but any pointers where could I start working from?

I’m also interested by this.
Afte reading this tutorial by Nvidia, I think we need to provide a RayGen shader, probalby using FRayTracingPipelineStateInitializer, but I have no clue on how to use it.

Any update on this ?