The particle system , mesh and soundcue types support this behavior. I haven’t dived into the editor code to see if I need specific asset factories or some sort of component/asset type registration yet.
How to associate a new asset type with a new component type so the asset supports dragging into the component list and auto creating that component? eg what a static mesh or sound cue supports
It appears I need to support the IComponentAssetBroker interface. Doesn’t look too difficult. This is resolved.
and FComponentAssetBrokerage::RegisterBroker that broker intsance