Not sure it’s answering your question properly, but in C++ , given a UAnimSequence pointer, you can access the curve data by calling GetCurveData()
Then accessing the actual float curves by acessing… FloatCurves , then iterate trough curves while checking their displayname and access the curve you want:
void UMagicAnimInstance::Tralala(UAnimSequence* Sequence)
{
FRawCurveTracks CurvesOfAnim = Sequence->GetCurveData();
TArray<FFloatCurve> Curves = CurvesOfAnim.FloatCurves;
for (int i=0; i<Curves.Num(); i++)
{
if (Curves*.Name.DisplayName == "DistanceCurve")
{
// Do Magic with Curves*.FloatCurve.Keys].Value
}
}
}