Nope, but I am thinking about taking a look at the UE source and see how it works around those references. I hope I’ll be able to modify it. I want it to detect the external reference by maybe keywords and modify this reference as ordered and only then follow it.
@MrMcKvarz I don’t think that AssetRegistry.bin can fix the dependency problem. I haven’t yet figured out its true purpose, but I think it is irrelevant to the topic.
UPD:
I ran some tests today and found out that I can’t even cast a simple blueprint that inherits from the Actor class, though as before, I could load it as UObject. Tests with a blueprint that has a custom parent showed that it can’t find its parent even if I pre-create that parent by the path it is going to be looking at. It still says it can’t find the parent… Notice that I ran these tests not in standalone, but in the editor and the pak file I was using was created manually using UnrealPak.exe