Retrieving Audio Start Time in UE4

We're trying to sequence our audio and FaceFX animations separately in sequences created via a batch process. The issue is, the FaceFX animations have the negative frames at the beginning which requires the tracks to be adjusted by hand. We'd like to avoid putting the WWise events on the FaceFX Anims if possible. Is there a way (possibly in code) to retrieve the time at which the sound is supposed to start in the animation so we can adjust the sequences accordingly?

The sound always starts at time 0. Negative time keys are for animation that happens before the sound. They are the reason why the animation triggers the audio and not the other way around.