If someone in need:
From C++, you can use the same method called on the button click, but from code, exactly as we wanted.
In your project build.cs file you just add a dependency to “UnrealEd” module.
Then, from your class code you can call FPlayWorldCommandCallbacks::PausePlaySession_Clicked() (adding #include “Kismet2/DebuggerCommands.h”).
I believe it is simple to make a blueprint node from it.
This is exactly the behavior from Unity´s Debug.Break().
Not frustrating anymore