Can't use AssetManager LoadPrimaryAsset in Blueprint construction scripts?

Hi all,

so in the constructors of my blueprints I’m calling into a function in C++ which internally calls “LoadPrimaryAsset”. And it seems that upon launching the editor at first, the asset manager is still in a loading/folder scanning state, so LoadPrimaryAsset returns NULL. After if finishes loading if I re-run the constructor on my blueprint again the calls will succeed and LoadPrimaryAsset will return a valid handle.

What’s the recommended way to deal with this? I couldn’t find any IsLoading or IsScanning functions on the AssetManager in C++. Ideally the constructor scripts don’t run until the asset manager has fully finished loading.

Looking for a solution that ideally doesn’t involve tweaking the engine code.

Using 4.26.2

Any help is appreciated, thanks!