Expose a ServerTravel node to Blueprints?

Hello friends,

I am making an online multiplayer FPS game, similar to Unreal Tournament. When a match ends, I want a new map to open to start the next match. I need ServerTravel to let me change maps without disconnecting clients. However, this is not exposed to blueprints yet.

To fix this, I want to make a Function Library in C++ that I can call a ServerTravel function from in blueprints (This way I can also reuse the function library in future projects). I have been working at this for a while now, but my C++ knowledge is VERY limited. Can anyone show me how I would create this ServerTravel function in a Function Library, then expose it to blueprints?

Also one more thing. I know how to use the ServerTravel console command, but it’s kind of a hacky solution. So please don’t suggest using it.

Thanks!