C++ Partial cubemap texture update

Simple question really: can I partially update a texture via C++?

I’m using the following:

FTextureCubeResource * Resource = ...
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
FuncUpdatePartsInfo,
UpdatePartsInfo*, partsInfo, partsInfo,
{
    ...
    uint32 DestStride;
    void* TheMipData = RHILockTextureCubeFace(Resource->TextureCubeRHI, iFace, 0, 0 /*MipIndex*/, RLM_WriteOnly, DestStride, false);
    ... // Copy some data to TheMipData
    RHIUnlockTextureCubeFace(Resource->TextureCubeRHI, iFace, 0, 0 /*MipIndex*/, false);
    ....
});

This clears the resource and then sets the data, possibly using D3D11’s Map().
The only way I see is do all D3D stuff myself ( Create a staging resource and then CopySubresourceRegion, or UpdateSubresource)