Thank you for your reply, in fact after I take a better look into the unreal framework source code there is a function that checks if it is called inside the constructor, this information is such interesting, but the fact is that I already tried to use the code in constructor and I had no success.
After a lot of more time expended looking into source code and unreal docs I learned how to copy asset reference trough unreal ui interface and noticed the wrong file path and that was the issue I was having.\
Mesher::Mesher()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you dont need it.
PrimaryActorTick.bCanEverTick = true;
static ConstructorHelpers::FObjectFinder<UStaticMesh> meuMesh(TEXT("/Engine/BasicShapes/Sphere.Sphere"));
if(meuMesh.Succeeded())
{
GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Green, TEXT("Asset loading works!"));
umesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyPrettyCube"));
bool loaded = umesh->SetStaticMesh(meuMesh.Object);
if(loaded)
{
GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Green, TEXT("Success in Asset assign!"));
} else {
GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, TEXT("Asset assign has failed!"));
}
} else {
GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, TEXT("Fail in mesh loading!"));
}
}
Now I’ll take more a look at the other example code that you provided, Thank you for your contribution.