What if you quit trying to do infinite chunk-based terrain, because without engine-level support that is gonna be somewhere between cripplingly inefficient and entirely unworkable
So just get a generator that can generate a fairly large area (calling each tile one cubic meter, something like 2 square km of terrain would be fine), count on engine culling for render optimization, and only spawn blocks that are exposed to keep brickcount low
Building can easily be manipulated to deal with floating bricks