I used another FindTrack() in my code. This function is just quick test, but you should get idea how to fetch tracks
.h
UFUNCTION(BlueprintPure, Meta = (DisplayName = "Get Sequencer Track", Keywords = "sequencer track"))
static TArray<UMovieSceneTrack*> GetSequencerTrack(const class ULevelSequence* Asset, TSubclassOf<UMovieSceneTrack> TrackClass);
.cpp
TArray<UMovieSceneTrack*> USequenceBlender::GetSequencerTrack(const class ULevelSequence* Asset, TSubclassOf<UMovieSceneTrack> TrackClass)
{
TArray<UMovieSceneTrack*> tracks;
if (Asset)
{
UMovieScene* movie = Asset->GetMovieScene();
for (int i = 0; i < movie->GetPossessableCount(); i++)
{
const FGuid& guid = movie->GetPossessable(i).GetGuid();
UMovieSceneTrack* track = movie->FindTrack(TrackClass, guid, NAME_None);
if (track != nullptr)
tracks.Add(track);
}
}
return tracks;
}