Some very common errors people see with UAssets is that properties corrupt (enum turns into byte, structs corrupt, soft pointers null), and with the asset themselves (a blueprint class can’t find parent class). What happens is that the blueprint asset corrupts itself in the editor or fails to open in the editor.
This can mean that if you are using a marketplace asset containing a parent class for your blueprints, your blueprints will become fully accessable if the marketplace asset is pulled from the store / stops supporting your version. This major issue has never been dealt with.
I just had this happen on a UE4.27 project where a marketplace dependency stopped supporting 4.27 causing my blueprints, materials, particles etc to fail. The only thing that could be extracted was some shader code from custom nodes, everything else is a binary mess I wish had been c++. Thanks EPIC.
I suggest making those assets fully accessable in a read-only mode using the available data, in a way that data of your asset can be fully recovered. Blueprints already store a lot of nonsense data (like all graph pins / lines), I’m sure it can cache some more nonsense that would be required.