AssetBundle equivalent (Again, sry!)

Hello everyone,

I am a bit overflooded with information from my research to answer my questions. Maybe, coming from Unity, I am just asking the wrong questions?
Hopefully one of you guys or gals could give me a little hint.

Basically I am trying for which, in Unity, I would use AssetBundles
The concept is, to have a “game” where external stuff like models and materials could be reloaded on demand via http
or from the HDD. E.g. there is an empty scene, where the user could load an external model (from one source) into it and
load Materials (from another source). The source should preferably (but, since the current target platform is planned to be AWS, not necessarily) be an http address.

During my research I stumbled, amongst other things, upon the Mobile Packaging Wizard, pak files & FStreamableManager, TSoftObjectPtr or UGC.

The problems I see are:

  • The Mobile Packaging Wizard seems only to make sense with mobile development (can anyone confirm or deny this?)
  • pak files seem to contain a lot of stuff beside the actual content I want to transport. For that, transporting a bunch of Materials in different paks seems a bit bulky for me.
    Also, in my understanding, pak files are more used for patching than for Loading on demand.
  • UGC seems to follow a more modding like concept and I don’t know if this might be a bit kind of overengineering for our needs.

Please don’t get me wrong. I don’t want you guys to do my homework.
I know there is plenty of stuff out there, but much of it is either before 2014 or heavily overloaded for a quick proof of concept. And somehow I can’t see the wood for the tree.

I am sure, the must be a solution to load (uasset) files on demand without reinventing the wheel again.

So any advice in which direction I should read on would really be appreciated.

Thank you all in advance.

Best regards