It's impossible to post a 'shoot and forget' type event at a location with RTPCs via C++ because all PostEventAtLocation functions in the integration code unregister the game object from the sound engine within their scope, disallowing users a window of opportunity to set RTPC values. Said functions also don't accept any RTPC pairs as arguments.
As of now I have to modify the integration code to defer the SoundEngine->UnregisterGameObj(ObjectID) action to after adding my own RTPCs, a tiresome process, especially as the integration code evolves.
I'd be awesome if you could pass in a TArray<FWWiseRTPCPair> RTPCPairs of struct FWWiseRTPCPair { FName Name, float Value } to said functions as built in functionality - doing this would be very much appreciated!
E: Thanks for the hard work towards the overall improvements of the integration code and development workflow!