Calling UFUNCTION in UObject-derived base class from blueprint editor.

A little update. A problem is still here, but I’ve picked up some more data on issue.
Turns out you CAN use UEdGraphNode’s UPROPERTY and UFUNCTION definitions in blueprints, but you can’t have an access to them in context menu.
Looks like it just doesn’t get captured by reflection system.
I’ve derived blueprint from C++ UEdGraphNode class and added the function with the same name as in C++.
System alerted me that such function exists and base function appeared in Functions tab. I was able to drag it and use in other blueprints.
This workaround, however, can’t be used with UPROPERTY in same way since you can’t provoke variable to throw an override alert.

So yeah, here’s the issue, some UObject-derived classes doesn’t get their UPROPERTYs and UFUCTIONs in reflection system. Is there way to modify UEdGraphNode to register U-stuff in reflection system?