Asset loading (Available or Not Available)?

Hello that was a good qustion and running standalone i get no data what so ever. And re-creating and/or re-importing and the same issue ocures.

I followed the documentation on
Data Driven Gameplay Elements in Unreal Engine | Unreal Engine 5.1 Documentation .

My data is stored in a singelton class like shown using the same method of access.

And member type look like this.

// Array of General Crafting Recipts Data Tabels index == crafting skill level -1
    	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data Singleton, Data Tabels")
    		TArray<TAssetPtr<UDataTable>> GeneralCraftingRecipts;

Am thinking that am not loading the asset correctly (using TAssetPtr wrongly).
The resson for this is that in a difrent member for items,i have a hard pointer and i get all data of that one except one thats is for a TAssetPtr to a Slate Brush.

// Holds list of general item information for all iems in the game.
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data Singleton, Data Tabels")
		UDataTable* MyMasterItemList;