It is possible but it should be avoided as it is very cumbersome. Keep the flow of information from C++ to BP and your life will be much easier. Whatever your task is I bet it can be solved quicker without trying to access the Blueprint created variable.
If you have a pointer to FirstClass to work from, you should be able to do:
//inside SecondClass somewhere...
//assuming you have AFirstClass* firstClass from somewhere, like GetAllActorsWithTag(), passed in from collision, set on a property from the editor, etc...
UInstancedStaticMeshComponent* component = firstClass->FindComponentByClass<UInstancedStaticMeshComponent>();
if I understand you correctly. No need for UBlueprint/UProperty magic. Where you get the pointer to FirstClass from depends on your setup.
This question doesn’t make sense;
UBlueprint has nothing to do with this, just get a pointer to an instance of your target class and access it’s mesh from there.