Hooking into UFbxFactory::FactoryCreateBinary()

UPackage represents asset that is visible in content browser. If there’s no asset, there’s no package. And you really should check for existing package. Texture import is slow, so if you have 500 meshes that wants to import the same texture, the texture will be imported 500 times if you don’t ever check if you really need to import that texture again. I think that LoadObject will return null with non-existent path.