How to expose delegate to blueprints

I don’t know anything about c++ except for compiling the engine in VS but how would i go about assigning this delegate in blueprints?

Also, this would be useful as an override function in the game instance by default.

You can create a UPROPERTY(BlueprintAssignable) dynamic multicast and call it from a function you bind to that controller event.

Ok, what file would I have to add that code with all the other event dispatchers?