Well, I’m literally creating the nodes myself, so finding the name isn’t hard.
I eventually went the route of creating a plugin that adds all the necessary code to add nodes to blueprints… and turned those into nodes themselves. So, I have a blueprint that makes a new blueprint, and adds a series of nodes to it, and connects them all up.
It first reads from a text file that a list of nodes/connections exported from Blender’s Geometry nodes, and re-creates the node tree natively in Unreal’s Geometry Scripting.
To find the name of nodes, just r-click a node, click copy, go to a text editor, paste. It’s a string of text, and buried in there is the category and name.
So, if you want to be able to add nodes to blueprints from within a blueprint, it’s included in my plugin here.