Why do you want to get the Blueprint API instead of accessing the functionality directly:
IDisplayCluster::Get()
From there on, you can access the respective managers:
/**
* Access to the device manager.
*
* @return Current device manager or nullptr
*/
virtual IDisplayClusterRenderManager* GetRenderMgr() const = 0;
/**
* Access to the cluster manager.
*
* @return Current cluster manager or nullptr
*/
virtual IDisplayClusterClusterManager* GetClusterMgr() const = 0;
/**
* Access to the config manager.
*
* @return Current config manager or nullptr
*/
virtual IDisplayClusterConfigManager* GetConfigMgr() const = 0;
/**
* Access to the game manager.
*
* @return Current game manager or nullptr
*/
virtual IDisplayClusterGameManager* GetGameMgr() const = 0;
/**
* Access to the DisplayCluster callbacks API
*
* @return Callbacks API
*/
virtual IDisplayClusterCallbacks& GetCallbacks() = 0;
These work fine on my end, just have to be a bit careful sometimes on which node you call them.