Array of delegates/event dispatchers

This is about both blueprints and C++.
I have array of strings, player can select them, every string should execute binded function.
Problem is I don’t know how to create bindable array delegates.
What i have:

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FUniversalConsoleEvent);
....
UPROPERTY(BlueprintReadWrite, Category = output)
	TArray<FUniversalConsoleEvent> actions;

Good thing is that blueprint can see this array.
Bad thing is that blueprint see this as dead-end:

How create array of delegates so, that i can bind events to elements of that array?

And as always insta-answer.
Made some tricky trick:
Instead of DECLARE_DYNAMIC_MULTICAST_DELEGATE I used DECLARE_DYNAMIC_DELEGATE.
Founded there cool method BindUFunction(UObject*, const FName&) and created blueprint callable function to use that function:

void UUniversalConsoleComponent::BindAction(int32 num, UObject * object, const FName& FunctionName)
{
	actions[num].BindUFunction(object, FunctionName);
}

Used it in blueprint and it works. Ave norma.