[Android]Read In-App Purchase Information Blueprint node callback missing

According to docs
[link text][1]

https://docs.unrealengine.com/latest/images/Platforms/Mobile/InAppPurchases/image_3.jpg

however the actual node displays

Hello,

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Thanks

Ok but how can i track the solution?
Here and forums at least i can have a workaround. If someone answer.

The node displayed in the documentation is a latent node (as indicated by the white clock icon in the corner of the node). Latent nodes are used for asynchronous operations, or operations that take time to complete and then call back to the node. Because they have callbacks, a latent node can’t be placed inside functions, but must instead be placed inside an Event Graph. You can place a latent node inside a Macro, but then the Macro becomes latent; so then the latent Macro must be called only within an Event Graph.

The documentation makes reference to the IAP nodes having latent and non-latent versions, but it isn’t called out specifically (as it probably should be):

The Make an In-App Purchase node is
latent, so any gameplay behavior you
want to have rely on whether the
purchase succeeds or fails should use
those two execution pins. They will
only execute after a response has come
back from the online service. The node
also returns the completion status of
the purchase (such as Success, Failed,
Restored) and the detailed In App
Purchase Information struct.

There is a non-latent version of this
function (the Blueprint node will
display without the clock). The exit
execution pin here does not wait for a
response from the online service, and
you will generally want to use the
latent version.

Those pins no longer exist.

288013-purhcases.png