Actually, just figured something out
import unreal
#Get current level sequence
lvl_seq = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
print(lvl_seq)
#Get all rigs in level sequence
rig_prxs = unreal.ControlRigSequencerLibrary.get_control_rigs(lvl_seq)
active_rig = []
#Iterate through control selection to find the rig the selection belongs to...
for i in range(len(rig_prxs)):
rig = rig_prxs[i].control_rig
#Query selected control in Sequencer
sel_ctrl = rig.current_control_selection()
try:
if len(sel_ctrl):
active_rig.append(rig_prxs[i])
except:
print('No rig found')
rig.clear_control_selection()
#Current rig
rig = active_rig[0].control_rig
rig.select_control("upperarm_r_fk_ctrl")
rig_ctrls = rig.current_control_selection()
print(rig_ctrls)