Datasmith Runtime Import Wrong Mesh References

Using the Datasmith-Runtime Plugin, I want to import .udatasmith files at runtime in a shipping packaged build.
My problem is that it looks like the mesh references are broken. In the editor I see that some meshes are used multiple times for different actors, which makes sense and looks correct. In shipping packaged builds the mesh references are broken.
Left: Correctly imported meshes
Right: Incorrectly imported meshes

The issue first occured in my application using UE 5.7.4 Source. I replicated that issue using an empty project using UE 5.3.2 Source, UE 5.3.2, UE 5.6.1.

I tried all Build Hierarchy Options for the Datasmith-Runtime Importoptions (in the end I want “Simplified” to work).

I spawn a DatasmithRuntimeActor and call LoadFile on it.

Edit: In UE 5.6.1 the import is wrong every time, in UE 5.3.2 the import is wrong only occasionally.

By adding debug logs this is what I found out:
When the Hash for the FAssetData MeshData is set in e.g. FSceneImporter::ProcessMeshData in MeshImporter.cpp of the Datasmith-Runtime Plugin, different Meshes receive the same Hash in a Development and Shipping packaged build.

For my project, I disabled the Hash calculation and instead use the already set MeshData.ElementId as the Hash.

This should only be a temporary fix. Please comment if that should be marked as a solution.

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