Best Design pattern for dynamic audio

I have a Metasounds file that does everything I want from an audio perspective. I have a looping rain sound that randomly triggers thunderclaps, and there are parameters that are random as well (gain/LPF/etc). I decided I wanted to extend this mechanic into lighting and broadcast an event through an interface that a light source could subscribe to to act on. However, I don’t see any way to broadcast an event outside of the metasounds graph.

What is the ‘common’ or battle-tested way to do what I’m thinking of? Make an Actor blueprint that handles the random timing call and rain separately, and broadcast the event from there? When I attach a metasound to my actor BP, I can’t seem to access the Graph anymore. Do I just use the content browser to edit it? I want to make sure I’m doing it correctly. Thanks in advance! Here’s my Graph just as a visual for what I’m doing:

If you want to make this sort of organic soundscape, the new plugin will do the trick

Having said that, something that happens on demand, like lightning, would need to generate its own sound.