How to pass Blueprint delegates through C++ FInputActionHandlerSignature

I made an UObject class that wraps up Input Actions from the given InputComponent, in order to change their functions as my will. however, to change the function inside my FInputActionBinder instance, i’m forced to pass a FInputActionHandlerSIgnature delegate, which i cannot pass as parameter for a BlueprintCallable function. What can i do? Is there a way to bypass that freakin non-dynamic delegate? i just need to pass a function/event from blueprint.