How to assign a function to UnityEvent without the use of lambdas?

I have a piece of C# code which I am to convert into C++/CLI for the purpose of connecting C# with C++. Here’s the code:-

using UnityEngine;
using UnityEngine.Events;

public class A
{
    public void Func1(int index)
    {

    }
    public void Func2()
    {

    }
}

public class B : MonoBehaviour
{
    UnityEvent event;

    private void Start()
    {
        A aClass = new A();

        event.AddListener(() => A.Func1(index));         // This event needs to be without lambdas
        event.AddListener(A.Func2);
    }
}

Since I am going to convert this code to C++/CLI, I won’t be able to use lambdas as they are not allowed. I also need to pass the specific index that is to be determined by Start(), so I cannot access the index from other functions too.

EDIT: I can’t use local functions too but since they are not allowed in C++/CLI.

Consider a local function:

using UnityEngine;
 using UnityEngine.Events;
 
 public class A
 {
     public void Func1(int index)
     {
 
     }
     public void Func2()
     {
 
     }
 }
 
 public class B : MonoBehaviour
 {
     UnityEvent event;
     int index;
 
     private void Start()
     {
         A aClass = new A();

         void LocalFunction()
         { 	//very similar in behaviour to a lambda, but is not anonymous.
         	aClass.Func1(index)
         }

         event.AddListener(LocalFunction);
     }
 }