Solved with custom BP:
.h file:
UFUNCTION(BlueprintCallable, meta = (FriendlyName = "MyLoadTextureFromPath", Keywords = "my load texture from path"), Category = Game)
static UTexture2D* MyLoadTextureFromPath(const FString& Path);
.cpp file:
UTexture2D* AMyNativePlayerController::MyLoadTextureFromPath(const FString& Path)
{
if (Path.IsEmpty()) return NULL;
/*FString PathToLoad = "/Game/Textures/YourStructureHere";
UTexture2D* tmpTexture = LoadTextureFromPath(PathToLoad);*/
return Cast<UTexture2D>(StaticLoadObject(UTexture2D::StaticClass(), NULL, *(Path)));
}
Result: