Yes, create a blueprint function library in C++ and add this function to the header:
/** Retrieves all Meta Data Instances from the given Animation Sequence */
UFUNCTION(BlueprintPure, Category = "Animation")
static void GetMetaData(const UAnimSequenceBase* AnimationSequence, TArray<UAnimMetaData*>& MetaData);
cpp:
#include "Animation/AnimSequenceBase.h"
#include "Animation/AnimMetaData.h"
(...)
void UMyBlueprintFunctionLibrary::GetMetaData(const UAnimSequenceBase* AnimationSequence, TArray<UAnimMetaData*>& MetaData)
{
MetaData.Empty();
if (AnimationSequence)
{
MetaData = AnimationSequence->GetMetaData();
}
}
Use a cast
node to cast the AnimMetaData object to your specific MetaData class.