This works:
UTexture2D* UMyGameInstance::LoadTexture(TAssetPtr<UTexture2D> Asset)
{
return Asset.LoadSynchronous();
}
So instead of using FStreamableManager, TAssetPtr::LoadSynchronous works the best. Actually, it appears to work really well.
And if you’re inclined to read up on loading assets, I’d like to suggest the following:
https://docs.unrealengine.com/latest/INT/Programming/Assets/AsyncLoading/index.html
And what has become my personal favorite: