How to support importing .uasset files in game for content creators(UE4)?

I would like to support importing clothes(as SkeletalMeshes) and props(as StaticMeshes) as uasset files into game for content creators, which obviously have not been packaged with the game.
Bringing in stuff does work well in the editor, using Rama’s LoadObjectFromAssetPath, just by:

  1. right clicking my asset in Content Browser

  2. copy reference

  3. and copy pasting the result to the path variable of the LoadObjectFromAssetPath blueprint node.

Well, I am not sure if it is going to work at runtime…

So I used my favourite search engine and put in some keywords and bumped into this.

Then I wrote some code(Blueprint Function Library):

void UFileDialogOpener::LoadFile(FString  from) {

	auto result = StaticLoadObject(UStaticMesh::StaticClass(), NULL, *from);

	GEngine->AddOnScreenDebugMessage(-1, 150.0f, FColor::Red, "from: " + from);

	if(result)GEngine->AddOnScreenDebugMessage(-1, 150.0f, FColor::Green, "name: " + result->GetName());
	else GEngine->AddOnScreenDebugMessage(-1, 150.0f, FColor::Green, "no result");

	auto * meSkelMesh = Cast<UStaticMesh>(result);

	
	if(meSkelMesh)GEngine->AddOnScreenDebugMessage(-1, 150.0f, FColor::Red, meSkelMesh->GetName());
	else GEngine->AddOnScreenDebugMessage(-1, 150.0f, FColor::Red, "no mesh");

}

As per the debug messages StaticLoadObject does not find anything.
I tried feeding it the both of the results of righclicking my asset in Content Browser and choosing either: copy reference and copy path.
Neither of them yielded any result.

Not sure where I am messing up.

Anyways, just wondering if anyone can recommend a better way of doing this(code, plugins etc)?