What problem does it solve? Choosing the wrong asset reference type in Unreal Engine causes load hitches, memory bloat, and oversized cooked packages. This Skill guides correct use of hard vs soft references, async loading, and asset discovery so content loads only when needed. ## Core Features & Use Cases - Hard vs Soft Reference Guidance: Decide between TObjectPtr, TSoftObjectPtr, and TSoftClassPtr to control what loads into memory and gets cooked with each class. - Async Asset Loading: Load assets on demand with FStreamableManager and FStreamableHandle, including batch loads, combined handles, and handle lifecycle management. - Asset Registry Queries: Enumerate and filter assets by class, path, or searchable tags without loading them, using IAssetRegistry and FARFilter. - Primary Asset Pipeline: Set up UPrimaryDataAsset with UAssetManager and asset bundles for large content libraries, DLC, and chunked delivery. - Use Case: A GameInstance holding hard references to dozens of heavy textures causes memory bloat; convert them to soft references and load asynchronously only when the relevant screen opens. ## Quick Start Ask the assistant to convert the hard-referenced meshes in your character class to soft references and load them asynchronously with the streamable manager.