How do you import a heightmap to create a Streaming WorldPartition Landscape via C++

I already have a C++ function that imports a hieghtmap file and creates a landscape. I am trying to figure out how to import it as a WorldPartition Streaming landscape instead.

Current Function:

void UEditorLandscapeLibrary::ImportHeightmap(FString FilePath, FString LandscapeName,
                                              FString FileName, int LandscapeSize)
{
	FilePath += + "\\" + FileName;

	ALandscape* Landscape = GEditor->GetEditorWorldContext().World()->SpawnActor<ALandscape>();

	int ComponentSizeQuads = 63;
	int SubsectionSizeQuads = 63;
	int NumSubsections = 2;
	//int WorldPartitionGridSize = 2;

	Landscape->ComponentSizeQuads = ComponentSizeQuads;
	Landscape->SubsectionSizeQuads = SubsectionSizeQuads;
	Landscape->NumSubsections = NumSubsections;
//	Landscape->GridSize = WorldPartitionGridSize;
	
	Landscape->SetLandscapeGuid(FGuid::NewGuid());

	const auto ActualPath = FilePath.IsEmpty() ? Landscape->ReimportHeightmapFilePath : FilePath;
	if (ActualPath.IsEmpty())
		return;

	//Read png file to height array
	TArray<uint16> RawData;
	ReadHeightmapFile(RawData, *ActualPath, LandscapeSize, LandscapeSize);

	// Setup heightmap for landscape
	TMap<FGuid, TArray<uint16>> HeightmapDataPerLayers;
	TMap<FGuid, TArray<FLandscapeImportLayerInfo>> MaterialLayerDataPerLayer;

	// Generate LandscapeActor from heightmap
	HeightmapDataPerLayers.Add(FGuid(), RawData);
	MaterialLayerDataPerLayer.Add(FGuid(), TArray<FLandscapeImportLayerInfo>());

	Landscape->Import(Landscape->GetLandscapeGuid(), 0, 0, LandscapeSize - 1,
	                  LandscapeSize - 1, Landscape->NumSubsections, Landscape->SubsectionSizeQuads,
	                  HeightmapDataPerLayers,
	                  TEXT("NONE"), MaterialLayerDataPerLayer, ELandscapeImportAlphamapType::Layered
	);

	Landscape->SetActorLocation(FVector(0, 0, 100));
	Landscape->SetActorScale3D(FVector(100, 100, 100));
	Landscape->CreateLandscapeInfo();
	Landscape->SetActorLabel(LandscapeName);
}