Can I start PIE through Commandlet?

Hi, I’ve been trying to load a GLTF model during runtime (using the plugin) into a scene and then render via MRQ.

To streamline this I am trying an approach by Commandlet, giving the glb URL through as an Argument.

Since the Plugin can only load during runtime however, I have been trying to execute the Level Blueprint during PIE. Unfortunately I have not been successful to execute a PIE via commandlet yet however.

#include "VideoExportCommandlet.h"
#include "Engine/World.h"
#include "GM_ComLetMode.h"
#include "UnrealEd.h"
#include "Editor.h"
#include "Engine/World.h"
#include "Tests/AutomationCommon.h"
#include "Misc/AutomationTest.h"
#include "Async/TaskGraphInterfaces.h"

int32 UVideoExportCommandlet::Main(const FString& Params)
{
        UWorld* World = GEditor->GetEditorWorldContext().World();
	if(!World)
	{
		UE_LOG(LogTemp, Error, TEXT("Failed to get editor world context."));
		return -1;
	}
        

        FEditorFileUtils::LoadMap("/Game/Maps/Main", false, true);

        // Ensure the world is properly loaded
        if (!World->PersistentLevel)
	{
		UE_LOG(LogTemp, Error, TEXT("World PersistentLevel is not valid after loading map:"));
		return -1;
	}
        // Setup the PIE parameters
	FRequestPlaySessionParams PlaySessionParams;
        PlaySessionParams.EditorPlaySettings = GetMutableDefault<ULevelEditorPlaySettings>();

        // Start Play In Editor (PIE) session
	GEditor->RequestPlaySession(PlaySessionParams);

        while(!GEditor->IsPlayingSessionInEditor())
	{
	FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread);
		FPlatformProcess::Sleep(0.1f);
	}
}

It is forever stuck in the IsPlayingSessionInEditor() loop. Using IsPlayInProgress() instead seems to go through, however neither a GameMode nor a WorldContext Object can be found after.

ThePlaySessionParams look as follows using MutuableDefault: