How to get scalar attribute data from an animation?

I want to make a change within a blueprint based on an animation data from Maya. Specifically, I want to swap textures within a texture atlas (via UV manipulation) based on a dynamic target index supplied by the animation.

My current prototype uses a wait loop from the begin play event, and everything is working except the step where I need to fetch the data from the animation. I need to be able to read the data from within an event in the blueprint system, and I can’t seem to find a way to do it.

The target index data could be in the form of a named attribute value on a joint in the skeleton.
Failing that, it could be encoded to the translate X / Y / Z values of an extra joint.
But I can’t find a node to retrieve either of these types of data from within the event graph.

The last option that comes to mind, would be to use a blendshape/morph to carry the data. That’s the only data I know how to get from the skelmesh… but it would be a very inefficient and cumbersome way to transmit a scalar value.

Do I need a custom node, or are there options I’ve overlooked?
Am I even doing this in the right place? I considered trying to do the work from within the animation graph, but couldn’t find the necessary hooks there either.

Well, sampling a morph target by name does work. It feels like a hack, and I’m still looking for a less obtuse solution, but in the meantime at least I’m not blocked.

Note:
The node I was trying to use (GetMorphTarget) does not work for this purpose because it does not update during playback; it simply returns the default value of the morph. Instead, it was necessary to use GetAnimInstance->GetCurveValue.
see : How to get morph target value on animation? - Character & Animation - Epic Developer Community Forums