Am I writing the World Partition Conversion Commandlet right?

Hello everyone!
I’m having crashes while using the command to convert my game’s world to world partition. I managed to reach a point where it had an error saying:

[2024.01.31-02.28.42:303][  0]LogWorldPartitionConvertCommandlet: Error: Level contains embedded FoliageType settings: please save the FoliageType setting assets, use the SaveFoliageTypeToContentFolder switch, specify FoliageTypePath in configuration file or the commandline.

After double checking Unreal’s documentation I noticed that I needed to add the line -FoliageTypePath= to it. The issue is that even though I know the folder where my foliage is, now I’m having an issue saying that there’s something wrong with the pathtree:

LoginId:23160ba146410cb6509a9c812cd2d208
EpicAccountId:a98b910062814fbab2b54a98e2dadf89

Assertion failed: PathStr[0] == '/' [File:D:\build\++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\PathTree.cpp] [Line: 22]

UnrealEditor_AssetRegistry!UAssetRegistryImpl::AssetCreated() [D:\build\++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistry.cpp:3624]
UnrealEditor_FoliageEdit!FFoliageEditUtility::DuplicateFoliageTypeToNewPackage() [D:\build\++UE5\Sync\Engine\Source\Editor\FoliageEdit\Private\FoliageEditUtility.cpp:112]
UnrealEditor_UnrealEd!``UWorldPartitionConvertCommandlet::Main'::`2'::<lambda_6>::operator()'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\WorldPartitionConvertCommandlet.cpp:924]
UnrealEditor_Foliage!AInstancedFoliageActor::ForEachFoliageInfo() [D:\build\++UE5\Sync\Engine\Source\Runtime\Foliage\Private\InstancedFoliage.cpp:3004]
UnrealEditor_UnrealEd!`UWorldPartitionConvertCommandlet::Main'::`2'::<lambda_6>::operator()() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\WorldPartitionConvertCommandlet.cpp:952]
UnrealEditor_UnrealEd!`UWorldPartitionConvertCommandlet::Main'::`2'::<lambda_9>::operator()() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\WorldPartitionConvertCommandlet.cpp:1156]
UnrealEditor_UnrealEd!UWorldPartitionConvertCommandlet::Main() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\WorldPartitionConvertCommandlet.cpp:1209]
UnrealEditor!FEngineLoop::PreInitPostStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4136]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:140]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

I can only imagine that this might be happening because something on the command I’m using to convert my map is wrong, and possibly it is what’s after the FoliageTypePath. This is the command I’m running, what am I doing wrong?

UnrealEditor.exe "C:\Repositorios\Kalyskah\Kalyskah_RPG\Kalyskah.uproject" -run=WorldPartitionConvertCommandlet "C:\Repositorios\Kalyskah\Kalyskah_RPG\Content\Kalyskah_RPG\levels\Prologue_Open_World\lvl_P_Open_World_Partition.umap" -AllowCommandletRendering -FoliageTypePath="C:\Repositorios\Kalyskah\Kalyskah_RPG\Content\Kalyskah_RPG\levels\Prologue_Open_World\LandscapeMaterial\GrassTypes" > f:\output.txt