Play SoundCue from C++

How would I play a soundcue asset that is referenced in a BP in C++?

UGameplayStatics::PlaySoundAttached(USoundBase*, USceneComponent*) seems like one possible solution. However, I’m not sure how to get the second argument, the USceneComponent, for the pawn I’m spawning.

Any help is appreciated.

Thank you.

EDIT [2015-10-18]:
It appears the following works:

    const FStringAssetReference& AssetRef = pawn->sound.ToStringReference();
    pawn->sound = Cast<USoundCue>(gameInstance->AssetLoader.SynchronousLoad(AssetRef));
    if (pawn->sound.IsValid())
        UGameplayStatics::PlaySoundAttached(pawn->sound.Get(), pawn->GetRootComponent());