@klen_dhatu Hi there! So wanted to visit this again and a little bit more dig into this area to understand what is going on a better level and also wanted to write here in order to slightly correct myself and provide some information.
So I was looking on this side of the engine and how things setup and honestly 200 hours is something understandable even modest since there is a lot going on under the hood and its not that simple.
The thing is , in some of the engines this process and actually rendering a quad or triangle is straight forward, even some have thin api where you can do this in 50 100 lines of code.
In Unreal Engine things are structured a bit differently. To get something into the renderer you usually need to go through quite a bit of boilerplate setup. That makes sense when implementing a larger rendering feature, since that foundation will be reused, but for something simple like drawing a quad or line it can feel like a long process which is.
There are already many helpers for screen-space rendering (drawing rectangles, quads etc), but doing the same in world space, especially when the geometry is generated on the GPU, is less obvious.
So what you need to do in very high level.
1 : A Compute Shader : You register RDG create compute shader to create a line, quad whatever. You create your UVs over here too. In buffer we get vertex cordinates out.
2 : A Vertext shader : After you get your buffers from compute shader, position and transform this buffer in the world.
3 : A Pixel shader : to sample texture on it at given uvs, vertices and the cordinate, basically render it and then we inject it after the PostRenderView.
I was able to do this in plugin, that I define some vertices, for compute shader and register this as FSceneViewExtension in BeginPlay, I capture actor data transform and pass it to the renderer so the generated quad can be positioned in world space.
The FSceneViewExtension then gives access to the renderer callbacks. On PostRenderView_RenderThread I use FRDGBuilder to draw compute pass. I just draw a quad which was quite enlightening process for me too if you want I can share also if you had some progress would like to hear things from your side since there is literally little to none documentation around the topic.
My turqoise quad completely drawn from gpu from a plugin with compute, vertex, and pixel shader.