Using Runtime Asset Cache

In the 4.9 version announcement (Unreal Engine 4.9 Released!) a new feature was introduced, called Runtime Asset Cache, with the following description:

Some games need to support storing
local copies of assets that may not
have shipped with the game. For
example if you have a lot of
procedurally created assets, or assets
that come from a server (such as
advertisement graphics). The new
Runtime Asset Cache is a generic asset
cache system that can be used to
persistently store data generated
during runtime in configurable asset
buckets.

The Runtime Asset Cache has the
following characteristics:

Multiple buckets, separately storing
assets of types intended by user,
e.g., Character Image cache and
Advertisement Image cache.

Each bucket has separately
configurable size.

Asset versioning, allowing to rebuild
cache entry when it becomes obsolete.

Synchronous and asynchronous cache
querying.

When cache grows larger than specified
size, oldest entries are removed from
it.

And a picture of “how to use it” blueprint:

The problem form me is I have no idea how to recreate the example blueprint, as the Example Cache Builder class is not available for me nor any other related class I can find.

Does anyone know how to use this feature?