Very novice Houdini/TOP network user, so if my question is basic/wrong, I apologize in advance.
I've been following Kenny's PDG for Gamedev tutorial and wanted to modify some of the logic with my own. In his tutorial, Kenny is using a technique of Wedging multiparm asset paths (HDA outputs) and squashing them into a single file (through Geometry Input top Node)which he projects onto a terrain through the HDA in the HDA processor.
So,I've been trying to achieve the same without squashing them into a single file. To do this, the SOP HDA (referenced in the HDA processor) has infinite (9999 max inputs) which inside are iterated on in a For Each Loop. I get my desired result (outside TOPS), but as soon as I put it into a TOP network, even selecting the HDA Processor freezes Houdini.
Is there a more elegant technique that I'm missing or not understanding? Any resources or guidance is appreciated

P.S 1. Relevant nodes in the attachment are in encompassed in red boxes.
P.S 2. I've lowered the Max Inputs to 11 in the attachments for debug purposes.