Couldn’t find a way myself, it seems that the generated reflection code for the UFUNCTION specifiers (BlueprintImplementableEvent, BlueprintNativeEvent) doesn’t go well with static functions. Was wondering if there is any workaround for this.
No, not really. If you want to do that sort of thing it’ll be easier to put it on a type that you can already blueprint and configure for your game that is globally accessible (like the game mode or game state) or on an actor that you place in the level, or spawn on level load that you can easily find and call functions on.