How can ue4 see the path to the asset?

Hi everyone. I did not find the answer on the forum and on the Internet. UE4 does not see the asset, if path is “’/Game/Content/StarterContent/Blueprints/Assets/TestCube.TestCube’” writes in Log:
LogStreaming: Error: Couldn’t find file for package /Game/Content/StarterContent/Blueprints/Assets/TestCube requested by async loading code. NameToLoad: /Game/Content/StarterContent/Blueprints/Assets/TestCube

if path is “’/SGame/TestCube’” (where SGame is really name of project folder) UE4 writes:
LogStreaming: Warning: LoadPackageAsync failed to begin to load a package because the supplied package name was neither a valid long package name nor a filename of a map within a content folder: ‘’ (/SGame/TestCube)

Type of the uploaded asset StaticMesh

FSoftObjectPath PathObject;


void ATestLoadActor::BeginPlay()
//The path to be loaded
PathObject = FSoftObjectPath(TEXT("/SGame/TestCube"));

//Create an asset manager
FStreamableManager& AssetLoad = UAssetManager::GetStreamableManager();

//Request asynchronous loading
AssetLoad.RequestAsyncLoad(PathObject, FStreamableDelegate::CreateUObject(this, &ATestLoadActor::CallBack));

void ATestLoadActor::CallBack()
TSoftObjectPtr<UStaticMesh> ActorMesh(PathObject);

UStaticMesh* Actor = ActorMesh.Get();

if (Actor)
GEngine->AddOnScreenDebugMessage(-1, 3, FColor::Red, Actor->GetName());


You need that “.TestCube” at the end. If you right click on the asset in the content browser, you can grab the asset path and see where your path is going wrong.

Thank you so much for your advice!