Hi @MatzeOGH and thanks for trying SkookumScript!
In order for a newly created class to be available in the engine it needs to be compiled in the IDE and loaded by the engine. You can either use the menu function
Compile/Recompile Current Class (which will also hotload it into the engine) or
Compile/Compile Project (but then you'd have to restart the engine to pick up the new binary files). [We are working on making this workflow smoother.] If after recompile/engine restart you still have this issue, let us know.
Regarding custom blueprint nodes - yes, this feature is still a work in progress. Currently you can add custom Blueprint nodes only to static engine classes such as
Character, not Blueprint generated classes like
Enemy. We are working with Epic to resolve this issue. Soon you will be able to create custom Blueprint nodes from Blueprint generated classes as well.