For anyone that comes across this post looking for the c++ solution (as google brings you here as the first result for c++ SoundCue parameter)
Example… Setup an Audio Component and load the Sound Cue
UAudioComponent* propellerAudioComponent;
// Load our Sound Cue
static ConstructorHelpers::FObjectFinder<USoundCue> propellerCue(
TEXT("'/Game/airplane-engine.airplane-engine'")
);
// create an Audio Component - this is how we control the SoundCue
propellerAudioComponent = CreateDefaultSubobject<UAudioComponent>(
TEXT("PropellerAudioComp")
);
// Attach our sound cue to the SoundComponent (outside the constructor)
propellerAudioComponent->SetSound(propellerCue.Object;);
Set a parameter of the sound cue, and play it
// Set a parameter named 'pitch' on the Sound Cue
propellerAudioComponent->SetFloatParameter(FName("pitch"), 0.8f);
// Finally play the sound (outside the constructor)
propellerAudioComponent->Play();
For a longer explanation see my blog article: playing sounds from c++ using Sound Cues