Basic Server Multiplayer Functions (Kick/Ban/Etc)

Thanks, it worked.

My Final setup:

.h:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "KickPlayer.generated.h"

/**
 * 
 */
UCLASS()
class MYPROJECT_API UKickPlayer : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()

		UFUNCTION(BlueprintCallable, Category = "KickPlayer")
			static bool Kick(APlayerController* KickedPlayer, const FText & KickReason, AGameModeBase* CurrentGameMode);
};

.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "KickPlayer.h"
#include "GameFramework/GameSession.h"
#include "GameFramework/GameModeBase.h"
#include "Runtime/Engine/Public/TimerManager.h"
#include "Kismet/GameplayStatics.h"

bool UKickPlayer::Kick(APlayerController* KickedPlayer, const FText & KickReason, AGameModeBase* CurrentGameMode)
{
	AGameSession *Sessao=CurrentGameMode->GetWorld()->GetAuthGameMode()->GameSession;

	if (Sessao)
	{
		return Sessao->KickPlayer(KickedPlayer, KickReason);
	}
	else
	{
		return false;
	}
}
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