Using PCG on a runtime-generated procedural mesh

I have a ProceduralMeshComponent defined in my C++ actor class, which I use to dynamically generate procedural meshes. Is there a way to use PCG (foliage, etc.) at runtime and use the procedural mesh as the landscape? I have PCGComponent with a PCGGraph set in C++, and I can call PCGComponent->SetGraph(PCGGraph) and PCGComponent->Generate(true), but I don’t know how to spawn points on the runtime-created procedural mesh inside the PCGGraph. How can I obtain points on the procedural mesh in the pcg graph?