Get Asset by Object Path

I have a folder of around 1,000 static meshes from importing a rhino (modeling program) File. they are all individual houses that automatically locate themselves when imported.

So I would like to add “attributes” to these static meshes through a data table to eventually change their materials, but first need to be able to “reference” these meshes.

my first attempt was through “Get Asset by Object Path” to locate the asset, then after that will be able to set a new material. before I incorporate the data table part I wanted to test run calling the static mesh, and setting a new material to it.

this is the current blueprint I have created after some research, but am getting a cast fail.

as an alternative way, all these meshes are already located in my level, is there a different thought process I am missing to incorporate a data table of information to be able to change specific meshes with certain tags?

any help is much appreciated :slight_smile:

Hey Daniel,
I needed to add static meshes from uassets in content drawer, so I created the same BluePrint as you have attached, but I also faced the same problem of failed cast. Were you able to find the solution to this problem or the way around it?