VR lens distortion via vertex shader. Possible?

To set things out, this is not VR-related, its in the right place.

Is it possible in Unreal 4 to create Vertex Displacement that affects all scene geometry without applying node displacement shader to every material on the scene?
Something described here:
Or in text here:

I have a shader in nodes and in HLSL that creates fisheye effect, but only way that I know, to make it work in UE is to copy it to every single material in the project.
Do you know any better way to apply such effect?