Is it possible to dynamically import files (i.e. .wav) during runtime using Blueprints?

First, I resolved why my Blueprints were not functioning properly. Turns out I forgot to specify that the UCLASS(Blueprintable) in the header file. So even though my blueprints had their parent class (in the blueprint Default Settings) assigned as my C++ code class, their nodes never fired.
However the sound is still not loading - although I have no errors, I’m certain some part of the code is failing during the standalone; not yet certain which but I’ve been minimizing the code (next I think I will prepare ‘dummy’ return statements).

I did test it out on UEv4.9.2 with no difference in results.

Thanks to judgementalex I’ve started to change my thinking from how to get the sound loaded into more of what the difference between the standalone and the .uproject are (in particular with USoundWave and FWaveModInfo)- for why code would run on one but not the other. I’ll keep you informed of my results for where the code is malfunctioning in the standalone.

Note: Due to Thanksgiving holiday I will likely not be actively working to resolve this until December 1st. I came across my Build.cs needing to include the OnlineSubSystem keywords due to C++ code existing - otherwise I get a Failed Network Connection. Due to this, the node ‘functioning’, but not, I thought maybe my soundwave import at runtime may be having a similar issue. Still need to run break tests on the C++ code. ~Happy Thanksgiving!~
Within the .Build.cs file (and uncomment the online comment features):

PublicDependencyModuleNames.AddRange(
new string[] {
“Core”,
“CoreUObject”,
“Engine”,
“InputCore”,

            //Enable Online LAN/Internet Functionality
            "OnlineSubsystem", 
            "OnlineSubsystemNull", 
            "OnlineSubsystemUtils" 
        });