Expose DOREPLIFETIME_CONDITION to blueprints?

I would like to do the following:

Create my own utility node to set any given variable of any given actor refrence to replicate to owner only. I imagine it would function like this: http://i.imgur.com/tP5uy3K.png

So far my exceptionally basic/noob code looks like this:

MyTestClass.h:

#pragma once

#include "Core.h"
#include "GameFramework/Actor.h"
#include "MyTestClass.generated.h"

UCLASS()
class TOWNPROJECT_API UOtherUtilityClass : public UClass
{
	GENERATED_BODY()
public:
	UFUNCTION(BlueprintCallable, Category = "Utilities")
	static void SetVariableRepOwnerOnly(const AActor * InActor, const UStruct * OwnerOnlyStruct);
};

MyTestClass.cpp:

#include "TownProject.h"
#include "MyTestClass.h"
#include "UnrealNetwork.h"

void UOtherUtilityClass::SetVariableRepOwnerOnly(const AActor * InActor, const UStruct * OwnerOnlyStruct)
{	
	//DOREPLIFETIME_CONDITION(InActor, InStruct , COND_OwnerOnly); How on earth do I get this to run?
}

I’d like the node to be able to take in any variable type but I’m not sure if that is possible, and if it isn’t I don’t mind having everything lumped into an Owner Only struct. If you could provide some sort of code example/feedback I would be much appreciative. Thanks in advance.