How can we alter a sound's attenuation from C++ during gameplay?

I want to alter audio components, specifically by changing their attenuation settings during gameplay. For example I have place a metasound in the world, and want to override it’s attenuation by some set values. In my case I want to set spatialization on so that the sound has a location in the world, but this does not work.

I don’t really have a lot of experience with audio in unreal yet, but this is what I’ve tried to do in C++:

UAudioComponent* AudioComponent = ActorItr->GetAudioComponent();
if (!AudioComponent) continue;
		
UE_LOG(LogRsap, Log, TEXT("Audiocomponent: %s"), *AudioComponent->GetName())

FSoundAttenuationSettings CustomAttenuation;
CustomAttenuation.bSpatialize = false;
CustomAttenuation.AttenuationShape = EAttenuationShape::Sphere;
CustomAttenuation.AttenuationShapeExtents = FVector(300.f);
CustomAttenuation.FalloffDistance = 150.f;

AudioComponent->bOverrideAttenuation = true;
AudioComponent->AttenuationOverrides = CustomAttenuation;

if (FAudioDevice* AudioDevice = AudioComponent->GetAudioDevice())
{
	if (AudioComponent->IsActive())
	{
		AudioDevice->SendCommandToActiveSounds(AudioComponent->GetAudioComponentID(), [CustomAttenuation](FActiveSound& ActiveSound)
		{
			ActiveSound.AttenuationSettings = CustomAttenuation;
		});
	}
}

The part where I call ‘SendCommandToActiveSounds’ is from the UAudioComponent::SetOverrideAttenuation. Could someone explain to me how we are supposed to do this? I’d like to be able to do this without having to create a SoundAttenuation asset in the editor.