CRASH: When using PCG in Cesium world

Good day,

I am having a issue in editor when using PCG in a Cesium level
Setup: Pretty much default settings



I’m adding a simple PCG that samples splines



When I enable debug on the points or it starts to spawn static meshes it will immediately crash.
Error
Assertion failed: CellIndex < CellIndexMax [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneCulling\SceneCulling.h] [Line: 172]

I tracked this back to here, but without knowing how the culling is handled any different to a standard level that about as far as I’ve got to resolving the issue.

I have tried enabling the UE occlusion option, no affect on the issue.
Works in another level without Cesium in the same project.

Any help would be appreciated, because this is the only route i can think of that will be efficient enough to draw around 5000 lines in editor.

I guess the tile set uses alot of indices, if any of you run into the issue in the editor. r.sceneculling 0 or you may be able to adjust r.sceneculling.maxcellsize to make sure the array doesn’t overshoot.

I haven’t messed specifically with spline sampling but if I try using asset data node in PCG for cesium it crashes because there isn’t enough RAM to store all the data.

The only way I have been able to sample cesium terrain is with the world ray hit query node and then sample it.