Loading UDestructibleMesh asset from filesystem

Figured it out - the assets needs to be loaded as a USkeletalMesh, and then casted to a UDestructibleMesh whenever that type is needed.

// Sets default values
ADestructibleBox::ADestructibleBox()
{
    PrimaryActorTick.bCanEverTick = true;

    // Create our UDestructibleComponent
    UDestructibleComponent *destructible = NULL;
    destructible = CreateDefaultSubobject<UDestructibleComponent>(TEXT("Destructible"));
    destructible->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly);
    destructible->SetSimulatePhysics(true);
    destructible->SetEnableGravity(false);
    destructible->WakeRigidBody(NAME_None);

#define ASSET TEXT("/Game/MobileStarterContent/Shapes/Shape_Cube_DM.Shape_Cube_DM")
    static ConstructorHelpers::FObjectFinder<USkeletalMesh> asset(ASSET);
#undef ASSET
    if (asset.Succeeded())
    {
        UE_LOG(LogTemp, Log, TEXT("Asset loading succeeded."));

        meshSkel = Cast<USkeletalMesh>(asset.Object);
        meshDest = Cast<UDestructibleMesh>(meshSkel);

        destructible->SetSkeletalMesh(meshSkel, true);
    }

    RootComponent = destructible;
}