In music production software, you will find algorithms like “Elastique” or “VariAudio” or “Time Machine Mode” that can do a reasonable job of playing music faster or slower without changing the pitch.
Unfortunately, those algorithms are fairly expensive, and also typically “secret sauce” trade secrets of companies like Velodyne or Native Instruments or such. Thus, those algorithms aren’t available for use in a game engine.
What you CAN do, is use the pitch bend/control. When you pitch music upwards, it will play faster, and also at a higher pitch. If you pitch up enough, it will sound like the Chipmunks.
Another alternative is to build your music such that you get a new cue point at the beginning of each bar, and record the music in a number of different tempos, and slice each recording into bars, and switch which recording you take the next bar from. This requires very precise authoring of the music, and of the sound cue playback selection. If you’re using pre-purchased music, you’re kind-of out of luck on that one. Also, for the very-precise sound cue selection, I’m not sure the default Unreal Engine sound cues can do this for you; you might need to write a bit of custom C++ to get there.