Subsystems Class in Blueprint

You could expose such subsystem to blueprints if you first create a new class in c++ and make that “Blueprintable”, then inherit from the new class.

.h file:

#pragma once

#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"

#include "MySubsystem.generated.h"


UCLASS(Blueprintable)
class MYPLUGIN_API UMySubsystem : public UGameInstanceSubsystem
{
    GENERATED_BODY()

private:

protected:

public:

};