In that link, it teaches how to create a global shader plugin where you have macros inside the C++ code to publish(implement) the contents of a USF or USH file. Without that you can’t have a function made public to use in a custom node like the original PseudoVolumeTexture was in common.ush. This behavior is necessary since 4.17, before that you could just place a USH file inside the engine shader folder.