PCG World Partition

I would assume PCG should be able to handle lots of geo, but I’m having trouble even with a simple test like 4 million points and 1 low-poly rock mesh. Am I doing something wrong? PCG world partition keeps crashing with Unreal 5.7.3-4 and RTX 5080. My test is the default world partition level, a simple PCG graph with GetLandscapeData ->Surface Sample (set density to 1 to generate 4mil points)->StaticMeshSpawner with a rock static mesh. Generates ok, but very low FPS. Enable hierarchical PCG in the graph and then enable is partitioned in the level. Generates 4 times more points if I debug and crashes the GPU if I try to spawn stuff. I’ve tried initially bypassing the mesh spawner when placing PCG Graph in the level that it’s empty when generated for the first time, then enabled IsPartitioned and then enabled the spawner. Still getting a crash. If the bounds are small, then it works, but the whole idea is to generate large-scale worlds.

Any help is much appreciated!