Blueprint Data Assets; Asset Registry Not Runtime and Saving a Reference to a Data Asset

Blueprint Only
Trying to figure out how to save a reference to a Data Asset in a SaveGame Slot

I am getting Data Assets by Class to get all the Character Data Assets on Disk (Defaults, DLC, Mods etc.)

Asset Data Breaks into this:
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It says Struct is Transient and not to be serialized for save game, so if I cannot use the struct directly as a savegame variable, how do I use the variables given when breaking AssetData Struct to get the AssetData back? If you try Make AssetData
image
there is no way to do so, and was trying to figure out how to load a specific Data Asset?
came across this node

but do not know how to use the Object Path? Can it be created using strings and the break of AssetData Struct? Then I could copy the values individually to a new struct in a savegame, to have a reference to the asset in the save, and then using that info, load the asset

Also, Docs state Asset Registry is Editor Only. So, even though this works in “Standalone Game” it still may not work when packaged? (I’d rather not attempt packaging at this time to test and find out)