this is interesting and may work for me, I will see if I can implement it properly. Thank You.
Checking a bunch of info on this stuff, it appears that if you use this async Load function in code in C++, it lets you define a function that you can use to take care of the loaded object. A delegate or something, whatever that is
I didn’t try the above because I’m need to first learn how to use C++ in unreal and how all this works. I don’t have a week to learn all this code stuff just to see if it works.
So maybe the function loads the object but it doesn’t give it back properly in a loop in blueprint. You practically don’t know where it is in memory
A second solution may be that pesky Asset manager, which appears to let you define some rules to load a bunch of assets at the time, but oh my god is incredible the lack of clear tutorials for people like me on this topic.