Unity Visual Scripting - can I expose to Inspector and trigger UnityEvent?

Is there a way to expose to Inspector and trigger UnityEvent from a Script Graph (Visual Scripting)?
It is pretty trivial from code

but I didn’t find any block/node/variable to do it in VS.

I want to create a simple script graph where OnTriggerEnter triggers (invokes) a UnityEvent and different types of actions can be assigned via Inspector.

I’m trying to learn Visual Scripting after spending 7+ years in classic C# in order to be able to help my students.

Here’s my C# code that I want to implement in Visual Scripting

using UnityEngine;
using UnityEngine.Events;

[RequireComponent(typeof(Collider))]
public class EnterExitTrigger : MonoBehaviour
{
    [SerializeField] private UnityEvent triggerEnter;
    [SerializeField] private UnityEvent triggerExit;

	private void Awake()
	{
		Collider attachedCollider = GetComponent<Collider>();

		if (attachedCollider != null)
		{
			attachedCollider.isTrigger = true;
		}
		else
		{
			Debug.LogError("EnterExitTrigger script cannot find any Collider component on gameObject.name = " + gameObject.name);
		}
	}

	private void OnTriggerEnter(Collider other)
	{
		triggerEnter.Invoke();
	}

	private void OnTriggerExit(Collider other)
	{
		triggerExit.Invoke();
	}
}

The only thing you can do is listen to existing UnityEvents:

https://docs.unity3d.com/Packages/com.unity.visualscripting@1.9/manual/vs-events-reference.html#unity-events

Assuming you make the triggerEnter and triggerExit public, you could listen to your custom C# script UnityEvents as well by adding the script to Node Options as a new type to expose to the graph. In general, Visual Scripting does not have feature parity with C# so you have to do things the Visual Scripting way or mix in custom C# scripts and/or custom C# nodes.