How to seperate Static Meshes in PCG with correct pivot

Is there any way to use the Static Mesh Spawner in PCG to seperate the Static Meshes and put their pivot to the original position of the Mesh without using Blueprints and the Spawn Actor Node?

If I partition every Point by its Index and deactivate “Allow Merge Different Data in Same Instanced Components” then I can select every single mesh after it generated but the pivot stays at the original position of the PCG Volume.