So here is what I did, and this worked pretty well…
I took your suggestion, and in my Subsystem’s OnWorldBeginPlay(UWorld& InWorld) function I grabbed the AssetManager and the StreamableManager. I used those to build Object Libraries and from them Synchronously load the files from FAssetData. Something like…
UObjectLibrary* AssetTypeObjectLibrary = UObjectLibrary::CreateLibrary(UAssetClass::StaticClass(), true, GIsEditor);
AssetTypeObjectLibrary->AddToRoot();
int32 AssetCount = _PresentationFXObjectLibrary->LoadBlueprintAssetDataFromPath(TEXT(“/Game/Path/Where/All/Assets/Found”));
TArray Data;
AssetTypeObjectLibrary->GetAssetDataList(_PEGData);
for (const FAssetData& AData : Data)
{
StreamableManager.LoadSynchronous(FSoftObjectPath or TSoftObjectPtr)
}
Thank you so much for your help!