Spawn PCG on nanite displaced landscape

Hi everyone. How can I sample or calculate accurate Z offsets in PCG based on per-layer displacement, or is there a way to capture WPO-modified vertex height for point placement?

In UE5.6, I’m working with a Nanite-enabled landscape that uses layer-based displacement (not RVT). Each layer has its own height/displacement texture in the material, driving complex visual terrain deformation. The visual result looks correct, but PCG Graph completely ignores the displacement — it spawns meshes at the flat base mesh, not at the displaced surface.