Is default C++ interface functionality on blueprint implemented objects possible?

Well not sure if that’s a solution you want but here it is.

On MyIntefaceFunction(AActor& Owner); I add a multicast even that
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnMyInterfaceFunctionTriggered, AActor*, Owner, bool, Status);

So now I have a very accessible trigger that I can bind to do my stuff on top of it, like variations specific additional logic etc. So I don’t have to do things over and over again.

Let me know if thats good or bad idea anyway.