Nanite Skeletal Mesh Ripping at UV Seams with WPO Displacement

I’m sitting in unreal 5.7 applying nanite displacement to a skeletal mesh character. Things are looking fine, however the edges do not connect around the UV seams. I have seen other forum posts describing this problem regarding static meshes and solutions for that.

However I am struggling to find anything regarding the topic when it comes to skeletal meshes - I can understand it is a much newer feature, but I am curious if I am hitting a brick wall, or if there is a solution to my problem.

My experience in unreal is limited as is, if anybody knows anything I’d love to hear about it

Kind regards