How to change speed while using a custom Movement Component?

Here is the Custom Movement Component.
`#include “FPSTemplate.h”
#include “SoldierMovementComponent.h”
#include “Soldier/Soldier.h”

USoldierMovementComponent::USoldierMovementComponent()
{
NavAgentProps.bCanCrouch = true;
NavAgentProps.bCanJump = true;
MaxWalkSpeed = 1600.f;
MaxWalkSpeedCrouched = 800.f;
MaxSprintSpeed = 600.f;
FastSprintSpeed = 800.f;
MaxAcceleration = 4096;
BrakingDecelerationWalking = 128.f;
JumpZVelocity = 450.f;
CrouchedHalfHeight = 70.f;
bCanWalkOffLedgesWhenCrouching = true;
}

float USoldierMovementComponent::GetMaxSpeed() const
{
switch (MovementMode)
{
case MOVE_Walking:
case MOVE_NavWalking:
// Overriden to be able to consider sprinting
float SprintSpeed;
return IsCrouching() ? MaxWalkSpeedCrouched : IsSprinting(SprintSpeed) ? SprintSpeed : MaxWalkSpeed;
case MOVE_Falling:
return MaxWalkSpeed;
case MOVE_Swimming:
return MaxSwimSpeed;
case MOVE_Flying:
return MaxFlySpeed;
case MOVE_Custom:
return MaxCustomMovementSpeed;
case MOVE_None:
default:
return 0.f;
}
}

bool USoldierMovementComponent::IsSprinting(float & OutSprintSpeed) const
{
ASoldier * Soldier = Cast(CharacterOwner);
if (Soldier)
{
if (Soldier->bSprinting && !Soldier->bAiming && !Soldier->bFiring)
{
OutSprintSpeed = Soldier->HasPerk(EPerkEnum::FastSprint) ? FastSprintSpeed : MaxSprintSpeed;
return true;
}
}

return false;

}`