A work-around to allow you to pass any information from Control Rig, to blueprints, where you can perform custom logic to trigger events/gameplay functionality.
The summary is: The information gets encoded into a bone, and then read directly from within Blueprint. I show the procedural animation setup I’ve used and how the nodes are created to transfer the info.
https://dev.epicgames.com/community/learning/tutorials/YazO/unreal-engine-trigger-events-from-control-rig-sounds-fx