How to use PCG to populate a landscape in a level instance

I am trying to build a system, where I have one big partitioned world (level).
In that world i am spawning instanced levels (premade other smaller, non-partitioned levels).
In each of those small levels - I have a landscape and a PCG that populates the landscape with trees, rocks etc.

When running the PCG graphs in the levels themselves - everything works as intended, however, when spawning the level instances in thebig world - the PCG doesn’t seem to work. Namely - the Get landscape data, or World Ray hit Query - doesn’t hit the landscape - I feel like the landscape is not being found.

Volume spawner works correctly - so i know the PCG is being run and that it’s volume and location are correct.

I want to do it this way - because i want to use few premade levels and populate them with different seeds - so they feel like hundreds of different levels.

Is there something fundamentally that I am missing, as I have been banging my head against this issue for a few days, without finding a solution to the problem.

Thank you so much!

Don’t use landscape. convert to meshes.

I was hoping to be able to use landscape, as i already have the landscape materials and water material integrated quite nicely, but if you say a mesh is the only way… hard to hear, but what can one do.

Thank you!

back in 4.* you could generate the mesh from the landscape itself.
I’d use that as a start, then take the mesh to a DCC to split it up into the component sizes you need for occlusion to work.
You can have 0 fantasy and do it like the landscape system does it, or you could use some fantasy and cut them up so that occlusion works a bit better with your scene.
Or you can probably not cut them up at all too - it works faster than landscape ever will regardless…