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: VR Distortion Correction Using Vertex Displacement for Cardboard Apps - Google I/O 2016 - YouTube
Or in text here: http://www.gamasutra.com/blogs/BrianKehrer/20160125/264161/VR_Distortion_Correction_using_Vertex_Displacement.php

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?

Please could you share the nodes/HLSL for the vertex displacement fisheye effect as i am trying to create a similar lens distortion effect to the google cardboard plugin. Thank you.

You can contact me at jakub.m.fober@protonmail.com

I would like to follow-up on this topic. For all interested in curvilinear-perspective rendering, please read the paper recently published:
Perspective_of_Visual_Sphere-JM_Fober.pdf

Hope it will meet the needs of all interested.