Implementing Steam c++ command as a blueprint node

Thank you so much for this. I had to walk away from it for a while to let things soak in and have made it most of the way. The game mode has been successfully re-parented to a c++ game mode class. I successfully created a blueprint node (blueprint pure text) using this guide:

I’m having trouble setting up the code to retrieve the Steam bool function result.

bool BIsDlcInstalled( AppId_t appID );

Here’s what my .h looks like:

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "GameMode_DLC.generated.h"

/**
 * 
 */



UCLASS()
class MYGAME_API AGameMode_DLC : public AGameModeBase
{
	GENERATED_BODY()

		UFUNCTION(BlueprintPure, meta = (DisplayName = "Hello World", CompactNodeTitle = "HelloWorld", Keywords = "String Hello World"), Category = Game)
		static FText HelloWorld();
			
};

This is my .cpp file:

#include "GameMode_DLC.h"

FText AGameMode_DLC::HelloWorld()
{
	return FText::FromString("Hello World");
}

This is what it looks like before I swap out ftext with the bool function.

Here’s my attempt at inserting the steam function:
.h file

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "GameMode_DLC.generated.h"

/**
 * 
 */



UCLASS()
class MYGAME_API AGameMode_DLC : public AGameModeBase
{
	GENERATED_BODY()

		UFUNCTION(BlueprintPure, meta = (DisplayName = "DLC 1", CompactNodeTitle = "DLC1", Category = Game)
		static bool BIsDlcInstalled( AppId_t appID );
			
};

.cpp file

#include "GameMode_DLC.h"

bool AGameMode_DLC::BIsDlcInstalled()
{
	return bool::FromString("DLC 1");
}