How to use FLatentActionInfo

I would like to create custom Blueprint node, that will temporary stop execution of that blueprint and resume it later (just like LoadStreamLevel). I have created the method:

UFUNCTION(BlueprintCallable, meta = (Latent = "", LatentInfo = "LatentInfo"), Category = "Medium")
	static void PlayDialogue(FDataTableRowHandle rowHandle, AActor* attachTo, bool waitForEnd, FLatentActionInfo latentInfo);

but I have no idea how to mark to continue the latent action. I get something like this when inside PlayDialogue method so far:

FLatentActionManager& LatentManager = GetWorld()->GetLatentActionManager();
_pendingLatentAction = new FPendingLatentAction();
LatentManager.AddNewAction(_latentAction->CallbackTarget, _latentAction->UUID, _pendingLatentAction);

Can anyone tell me how to do it right? Source of LoadStreamLevel is huge and is using some internal stuff that seems like i cannot use.

Ok I got it myself. You have to override FPendingLatentAction, pass it to LatentManager.AddNewAction, and inside that class override UpdateOperation(FLatentResponse& Response). From there call

Response.FinishAndTriggerIf(true, LatentInfo.ExecutionFunction, LatentInfo.Linkage, LatentInfo.CallbackTarget);