Yes, you can.
//Loop through all the sockets of the mesh
for (auto SceneComp : GetMesh()->AttachChildren)
{
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, SceneComp->AttachSocketName.ToString());
//We want to get all children of a specific socket name
if (SceneComp->AttachSocketName == this->HolsterGrenadeWeaponSocketName)
{
//Now we found the socket that we want, so lets loop though all the children of this socket and print out each child's name
for (auto x : GetMesh()->AttachChildren)
{
// we found an actor!
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Blue, x->GetFullName());
}
}
}