Custom Soundfield-format needs positional information when encoded

Hi there,
I am really glad to see a nice soundfield workflow and endpoint-submixes for external decoding in UE4.
I have implemented a custom (dummy) SoundField format that I would like to decode to VBAP in a SoundfieldEndpoint. This is all well and good and it appears to be doable but I have a specific problem:
In my class FCustomSoundfieldEncoderStream (inherits from ISoundfieldEncoderStream) the overridden method void FCustomSoundfieldEncoderStream::Encode(const FSoundfieldEncoderInputData& InputData, ISoundfieldAudioPacket& OutputData) is being called nicely and i can encode a mono/stereo/whatever source to my format.
But I would like to use a soundfield not as an ambisonics file (which has direction “built in”) but as VBAP, which means I need to save the Audio and the direction it was coming from.
Is there some way I could get the directional data somewhere? Or am I on the wrong path entirely?

EDIT:
To clarify a little. I think I want somehow use a SoundfieldEndpoint with a spatialized source… But is that even posssible?