<aside> 🗒️ Part of Ari's Unreal Engine Notes.
</aside>
C++ land shouldn't be hard referencing assets/blueprints at all. Specially not in constructors.
Assets should only be loaded by UE via UPROPERTY()
references that should be set by the user in a blueprint extending the C++ classes you want to use them in. And for soft loading assets, the soft object path should still be set via UPROPERTY()
and not in code. When we do that then assets lifetime and reference practices are followed correctly.
If you circumvent UE's asset loading system then you are: