Async Load Asset malfunctions if called too fast?

I have an event which gets a soft reference for skeletal mesh and animation blueprints, and then assigns these to a new actor after it has been spawned. It uses the Async Load Asset node, seen here:


If I call this event from input during play, it works correctly.

However, if I call this event from a for loop, the first skeletal mesh and animBlueprint are loaded, but subsequent iterations are not. Debug tells me that the correct classes are identified, however for some reason they do not get applied to the actor. Here is the blueprint call from for loop:

What I found does work is if I use Load Asset Blocking:
image

Now, the skeletal mesh and animBP get loaded and applied correctly.

I only have a small understanding of these nodes and was using Async Load Asset simply because it was recommended by epic (somehwhere at some point I read that.)

My understanding is that Async doles out the loading process so other things can continue to happen at same time. This is probably more of a low level concern than I’ll need to take issue with as I only spawn a couple actors here and there, but it’s interesting issue anyway so figured I’d share in case it helps anybody or maybe somebody can teach me something new.