Application lost focus event

I added c++ code like that :

#pragma once

#include "Engine/GameViewportClient.h"
#include "MyGameViewportClient.generated.h"

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FLostFocusSignature);

/**
 * UMyGameViewportClient class.
 */
UCLASS()
class GAME_API UMyGameViewportClient : public UGameViewportClient
{
  GENERATED_BODY()

public:

  // Lost focus event.
  UPROPERTY(BlueprintAssignable, Category="LostFocus")
  FLostFocusSignature OnLostFocus;

  // Override lost focus function.
  virtual void LostFocus(FViewport* Viewport) override;
};

#include "Game.h"
#include "MyGameViewportClient.h"

void UMyGameViewportClient::LostFocus(FViewport* Viewport)
{
  UGameViewportClient::LostFocus(Viewport);
  OnLostFocus.Broadcast();
}

The problem is I don’t see the event in my game mode blueprint to call a pause game and show a pause menu, and I don’t find a node in blueprint to get the game viewport (maybe not possible). Is it possible to have a global event spawned to have access in game mode blueprint ?