Is there a better way to create StaticMeshComponent Runtime and async load StaticMesh in C++?

I see where you’re coming from, and the idea of generalizing the solution is definitely a good one. However, the issue is that your solution essentially just wraps StreamableManager.RequestAsyncLoad in a different function (UAssetLoader::LoadAsync), which results in the same functionality but under a different name. My main goal was to simplify the process further, so I don’t have to keep recreating async loading and things like USkeletalMeshComponent locally every time. In this case, it doesn’t really address the redundancy I was trying to avoid, though I appreciate the thought behind it. But that info that there is practically nothing much to do, is really good to know! So thank you for taking the time to share!