Generate PCG while game is paused?

Hello everyone. I hope you can help me with my issue, and please bear with me if I don’t know all the conventions for asking for help, as this is my first post.

I’m trying to implement a Loading System which trigger the generation of a PCG volume while the game is paused. Because the PCGSubsystem doesn’t tick while the game is paused, I manually tick it while I’m loading (which could very well be the problem). However, occasionally it crashes with this stack trace (in editor and build):

Assertion failed: Texture->ReferenceCount != FRDGViewableResource::DeallocatedReferenceCount [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp] [Line: 3149]

MyProject!FRDGBuilder::CollectDeallocateTexture()
MyProject!FRDGBuilder::CollectDeallocations()
MyProject!FRDGBuilder::Execute()
MyProject!FSceneRenderer::RenderThreadEnd()
MyProject!UE::RendererPrivateUtils::Implementation::TPersistentBuffer<UE::HLSL::FCellBlockData,UE::RendererPrivateUtils::Implementation::FStructuredBufferTraits>::ValidateGPUData<FSceneCullingBuilder::UploadToGPU’::51'::<lambda_1> >'::12’::<lambda_()
MyProject!FRenderCommandPipeRegistry::StopRecording'::2’::<lambda_1>::operator()()
MyProject!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask()
MyProject!FNamedTaskThread::ProcessTasksNamedThread()
MyProject!FNamedTaskThread::ProcessTasksUntilQuit()
MyProject!RenderingThreadMain()
MyProject!FRenderingThread::Run()
MyProject!FRunnableThreadWin::Run()

Has anyone tried to generate PCG while the game is paused before and has gotten it to work? Or does anyone know if the PCG framework is just not designed to generate while the game is paused?

Turns out it is an issue which could potentially be fixed in unreal 5.5 Unreal Engine Issues and Bug Tracker (UE-217691)