How do I add a node to a blueprint with C++

Pretty sure I’ve got it narrowed down to:
void UMakeBlueprintNodeBPLibrary::AddNodeToBlueprint(UEdGraph* Graph)
{
UFunction* Reference;
Reference->FindFunction(“Create Blueprint”);
class UBlueprintFunctionNodeSpawner* Spawner;
Spawner = Spawner->Create(Reference, nullptr);
FVector2D Slerp;
Slerp.Set(0.f, 0.f);
TSet<FBindingObject,DefaultKeyFuncs<FBindingObject,false>, FDefaultAllocator> Derp;
Spawner->Invoke(Graph, Derp, Slerp);
}

The problem now: Invoke requires “bindings”, and I haven’t got the slightest clue how to create/set/pass this to the function.