Maybe with a bit of C++ in a C++ Blueprint Function Library (did not test it in a packaged game):
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyBlueprintFunctionLibrary.generated.h"
/**
*
*/
UCLASS()
class GAMEPLAYABILITYTEST_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
static float GetRuntimeFloatCurveValue(const FRuntimeFloatCurve& Curve, float Time);
};