Ok, given that the node “Async Load Asset” should be asynchronous (the clock icon on the right upper corner confirm that) it could be used to preload heavy assets in convenient moment of the game, right?
I also checked the Async Loading Thread checkbox in the project settings.
I made a test with an empy level containing just a cube with a color changing material so i can tell if it glitches, and pressing the spacebar i trigger 3 async asset loading nodes (here) with a very heavy mesh, a light one and a texture in decreasing size order: i should should see the print messages in reversed/mized orders.
Instead, the application freeze while loading the assets.
Am i doing something wrong?!