The engine doesn’t have a native way to load obj files at runtime. All the asset import logic like what would normally create a static mesh in the editor isn’t available at runtime.
Now… There are ways to create a UStaticMesh at runtime, as well as other options like RealtimeMeshComponent which I am the creator of, but out of the box the engine doesn’t have the actual loading code to read an obj file into anything useful.
I am working on extensions to the RMC that would allow this, along with many other formats, but they’re not done yet. There are other plugins around that can load obj files into ProceduralMeshComponent, but as a warning that’s not a very efficient component.
LoadObject will certainly not do what you’re hoping for here.