SeamlessTravelActorList node not showing up properly.

I have been trying to wrap my head around K2 nodes and how to make use of them properly to implement into my game, I have been running into an issue with a node for SeamlessTravelActorList, to make it so that my “elevators” are permanent in the game, as I rely on them for functions in the different levels.

I struggled quite a bit to get the node to show up to begin with, and now it does not really function as I want it to.

The one I aimed to create, was the nodes and functionality from this [Feature] Allow GetSeamlessTravelActorList to be hooked in blueprint GameMode

My node current looks like this.

And my code looks like this; Can someone enlighten me as to what I am doing wrong.

/Amoe

.cpp

#include "MyGameModeBase.h"
// #include "GameFramework/Actor.h"
// #include "Engine/World.h"

void AMyGameModeBase::GetSeamlessTravelActorList(bool bToTransition, TArray<AActor*>& ActorList)
{
    Super::GetSeamlessTravelActorList(bToTransition, ActorList);

    // Ensure to call the implementation directly instead of pointer checking
    K2_OnGetSeamlessTravelActorList(bToTransition, ActorList);
}


void AMyGameModeBase::K2_OnGetSeamlessTravelActorList_Implementation(bool bToTransition, TArray<AActor*>& ActorList)
{
    // Debug log to ensure the function is called
    UE_LOG(LogTemp, Warning, TEXT("K2_OnGetSeamlessTravelActorList is called"));

    // Example: Add a specific actor to the list (replace with your actual actor reference or logic)
    AActor* ExampleActor = GetWorld()->SpawnActor<AActor>();
    if (ExampleActor)
    {
        ActorList.Add(ExampleActor);
    }
}

.h

#pragma once

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

/**
 * 
 */
UCLASS()
class CATSRMAZE_API AMyGameModeBase : public AGameModeBase
{
	GENERATED_BODY()
	
public: 
    
    virtual void GetSeamlessTravelActorList(bool bToTransition, TArray<AActor*>& ActorList) override; 
    
    UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "SeamlessTravel")
    void K2_OnGetSeamlessTravelActorList(bool bToTransition, TArray<AActor*>& ActorList);
    void GetSeamlessTravelActorList_Implementation(bool bToTransition, TArray<AActor*>& ActorList);