UE5.6 No way for developer to inject volume setting to GCN-triggered audio

Hey guys,
I’m at UE5.6 using GCN UGameplayCueNotify_Burst to spawn and play audio.

The audio can play correctly however, I can’t find a way to inject my game’s volume setting to the GCN-triggered audio.

The audio is played by FGameplayCueNotify_SoundInfo::PlaySound() with the following code:

const float VolumeMultiplier = 1.0f;

UGameplayStatics::PlaySoundAtLocation(SpawnContext.World, Sound, SpawnLocation, SpawnRotation,VolumeMultiplier, PitchMultiplier, StartTime, AttenuationSettings, ConcurrencySettings, SpawnContext.TargetActor);

Since Epic already assign a const volume multiplier, how do I inject my volume setting to it?
I can’t inherit FGameplayCueNotify_SoundInfo with final keyword.
I can’t retrieve audio component and re-assign volume since it does not return one for me.
I’ve ran out of ideas, please help! @_@