Quad Meshes + Quad Domain Tesselation

Hi, I have some very specific requirements on the rendering side of a project I am working on. I have a prototype working in C++ and OpenGL, but would much rather use UE4 if possible.

I have a feeling this isn’t exposed by UE4 (it’s not in Unity, either), but thought I’d check in case:

  • Quad mesh support (vertex buffers with quad data, not triangulated on import)
  • Tesselation shaders with quad domain as input (full quad passed to shader for tessellation to triangles at this step)
  • Texture Arrays (2D)
  • Ideally, bindless textures as well, though can work around this

If they’re not supported, how difficult is it to extend the graphics pipeline to add support - provided experience in writing renderers?