How to call on a C# Script in Visual script/Script machine/Bolt

So I have a script that is my Game manager, and it has functions I want to call function from this script in my script machine graph. I know you used to have to add a bolt behaviour or a “using Bolt” and maybe I used them wrong, but it would return an error saying it is not recognized. Is there something simple I am missing because I am a noob. However, I will add my Manger script in case someone can help. The amount of good information on this system is hard to find with all the name and system changes.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Ludiq;
using Bolt;


public class GameManager : MonoBehaviour
{
    public static GameManager Instance { get; private set; }

    // Player progress variables
    private int strawberries = 0;
    private int money = 0;
    private float health = 100f;
    private int reputation = 1;

    // Events for updating UI or other components when player progress changes
    public delegate void PlayerProgressChanged();
    public event PlayerProgressChanged OnPlayerProgressChanged;

    void Awake()
    {
        // Ensure there is only one instance of the GameManager
        if (Instance == null)
        {
            Instance = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            Destroy(gameObject);
        }
    }

    // Methods for updating player progress

    public void AddStrawberries(int amount)
    {
        strawberries += amount;
        UpdatePlayerProgress();
        Debug.Log($"Added {amount} strawberries. Total: {strawberries}");
    }

    public void AddMoney(int amount)
    {
        money += amount;
        UpdatePlayerProgress();
        Debug.Log($"Added {amount} money. Total: {money}");
    }

    public void AdjustHealth(float amount)
    {
        health += amount;
        health = Mathf.Clamp(health, 0f, 100f); // Ensure health stays within 0-100 range
        UpdatePlayerProgress();
        Debug.Log($"Adjusted health by {amount}. Current health: {health}");
    }

    public void AdjustReputation(float amount)
    {
        reputation += Mathf.FloorToInt(amount); // Assume reputation changes represent XP
        int levelUpThreshold = 100; // XP needed to level up
        int levelUpMultiple = 500; // Additional XP needed for each level up

        // Check for level up
        while (reputation >= levelUpThreshold)
        {
            reputation -= levelUpThreshold;
            levelUpThreshold += levelUpMultiple;
            LevelUp();
        }

        // Ensure reputation stays within 1-100 range (adjust as needed)
        reputation = Mathf.Clamp(reputation, 1, 100);

        UpdatePlayerProgress();
    }

    private void LevelUp()
    {
        Debug.Log("Level up!");
        // Additional logic for what happens when the player levels up
    }

    // Add any additional methods for updating player progress as needed.

    private void UpdatePlayerProgress()
    {
        // Notify subscribers that player progress has changed
        OnPlayerProgressChanged?.Invoke();
    }

    // Getters for accessing player progress

    public int GetStrawberries()
    {
        return strawberries;
    }

    public int GetMoney()
    {
        return money;
    }

    public float GetHealth()
    {
        return health;
    }

    public float GetReputation()
    {
        return reputation;
    }
}