How to access variables from UDataAsset in Plugin (DLC)

Ok I figured it out:

FStreamableManager AssetLoader;
	FStringAssetReference AssetRef(FPaths::ConvertRelativePathToFull("/SerenePack/Blueprints/SereneContent.SereneContent"));
	SereneDataAsset = Cast<USereneDataLinks>(AssetLoader.LoadSynchronous(AssetRef));

That will give me access to the UDataAsset (SereneDataAsset) and does not automatically package the textures referenced to main game but instead the plugin.

Of course this will crash the game if the plugin doesn’t exist so you need to check for that first and all is good!