Where to dispatch a custom MeshShader

So, i read about MeshShaders. And was curious to implement a simple MeshShader in UE.
I used Nanite as a resource, i can run the meshshader and it should render a basic cube, but for some unknown reason the cube is not visible in the editor. when i capture a frame with renderdoc i can view the cube.
i think dispatching the meshshader by using the GetRendererModule().RegisterPostOpaqueRenderDelegate(…) is wrong?

Nanite has a custom call in the renderer if i got it right.
Any clue where the right hook for the dispatch is?

float4 TransformPosition(float x, float y, float z)
{
    return mul(float4(x, y, z, 1), ViewProjection);

}

// Entry point for Mesh Shader
[numthreads(1, 1, 1)]
[outputtopology("triangle")]
void MainMS(
    out vertices VSOut verts[8],
    out indices uint3 tris[12])
{
    SetMeshOutputCounts(8, 12);

    verts[0].Position = TransformPosition(-100, -100, -100);
    verts[1].Position = TransformPosition(-100, -100,  100);
    verts[2].Position = TransformPosition(-100,  100, -100);
    verts[3].Position = TransformPosition(-100,  100,  100);
    verts[4].Position = TransformPosition( 100, -100, -100);
    verts[5].Position = TransformPosition( 100, -100,  100);
    verts[6].Position = TransformPosition( 100,  100, -100);
    verts[7].Position = TransformPosition( 100,  100,  100);

    verts[0].Color = float3(0, 0, 0);
    verts[1].Color = float3(0, 0, 1);
    verts[2].Color = float3(0, 1, 0);
    verts[3].Color = float3(0, 1, 1);
    verts[4].Color = float3(1, 0, 0);
    verts[5].Color = float3(1, 0, 1);
    verts[6].Color = float3(1, 1, 0);
    verts[7].Color = float3(1, 1, 1);

    tris[0] = uint3(0, 2, 1);
    tris[1] = uint3(1, 2, 3);
    tris[2] = uint3(4, 5, 6);
    tris[3] = uint3(5, 7, 6);
    tris[4] = uint3(0, 1, 5);
    tris[5] = uint3(0, 5, 4);
    tris[6] = uint3(2, 6, 7);
    tris[7] = uint3(2, 7, 3);
    tris[8] = uint3(0, 4, 6);
    tris[9] = uint3(0, 6, 2);
    tris[10] = uint3(1, 3, 7);
    tris[11] = uint3(1, 7, 5);
}

float3 MainPS(VSOut In) : SV_Target0
{
    return In.Color;
}

When you say you used nanite as a resource, what do you mean?

nanite uses a indirect mesh shader dispatch, and i used that as an blueprint to get my own shader to work. you can find everything in the NaniteCullRaster.cpp file.
void FRenderer::DrawGeometry(...)
is the function to look whats happening

My understanding was that Nanite chose between whether to evoke mesh shaders or use the software rasterizer based on target platform? Although I could be wrong and that system could have changged by now.

yes thats true, there is a software and hardware which is selected depending on your hardware and settings. sm6 is need on directx12 or vulkan, my platform supports meshshaders but still the mesh is only visible in the renderdoc frame capture