DLC purchase check via blueprint

Hi, this one has me stuck in the mud since I can’t move forward until it’s figured out so hopefully someone knows…

I can’t seem to find specific documentation on how to do a purchase check of DLC from Steam through blueprints.

Is it done through the “in-app purchase” nodes? The whole project is using only blueprints and wants to stay that way if possible. The Steam documentation is in c++ and UE4 covers it broadly in this livestream: Blueprint Mobile Leaderboards, Achievements & Ads | Live Training | Unreal Engine - YouTube

Hopefully this is an easy one for someone, any help greatly appreciated.

Thanks

Edit: This is how far I got…

So I think this could possibly be the way to do it but I don’t know what the product identifier needs to be for Steam. Is it the AppID?

Screenshot from the livestream taken at 47:37

C++ only(((

This is what’s driving me insane. With no c++ background, I have no idea how to implement this check into blueprints. It’s the only one I need to… How do I even go about implementing that into an all BP project with the Steam overlay already set up? I wish there was a node for this… But it can be turned into one right?

I wrote a tutorial for that, you can check it out here How to check for DLC on Steam (C++ Tutorial) – FPS Game Starter Kit