Separate Server and Client code during builds. Possible in blueprints?

I am creating a normal authoritative client → Server.

I have a simple check that checks for speed. It has a pretty big value to check for any obvious movement hacks.

I do not want the client to know about this check. If I let the client know, they will know how to stretch there speed just enough that it wont be detected.

How do I separate client code and server code during the build in blueprints?

I have read before to include #if WITH_SERVER but I don’t want to code C++ just for a simple speed check on the server side.

I will be building a separate secure dedicated server, along with building dedicated client only distribution. Currently I see only the ability to separate client and server code in C++ which is silly because I believe with the right build settings and the ability to select the branches of “has authority” that only the server will use. You could separate client and server code easily.

tl;dr

Is it possible to separate client and server code by selecting which blueprint/functions/classes are marked with #if WITH_SERVER 1 ? like in this question Having separated client-server code is possible? - Programming & Scripting - Epic Developer Community Forums but for blueprints

or

Would it be possible to have any blueprint code or select blueprint code that is past Branch “Has Authority” to not build to clients?

thank you

Bumping this up !

Actually… Could we define the function as #if WITH SERVER in C++ and make it blueprint callable and overridable ? What would happen to the blueprint script logic if I were to package a server version of the game ?