What problem does it solve? Choosing the wrong asset reference type in Unreal C++ causes load hitches, memory bloat, and oversized cooked packages. This Skill teaches the correct patterns for referencing, loading, and querying .uasset content so agents write asset code that scales. ## Core Features & Use Cases - Hard vs soft references: Choose between TObjectPtr, TSoftObjectPtr, and TSoftClassPtr based on when the target must load, avoiding cook and memory bloat from widely-loaded classes. - Async loading: Load assets on demand with FStreamableManager and FStreamableHandle, including batch loads, combined handles, priorities, and handle lifecycle management. - Asset Registry queries: Enumerate and filter assets by class, path, and searchable tags without loading them, using FARFilter and FAssetData. - Primary asset pipeline: Set up UPrimaryDataAsset with UAssetManager and asset bundles for large content libraries, DLC, and chunked delivery. - Use Case: A GameInstance holds hard references to dozens of textures causing huge memory usage; convert them to soft references and load them asynchronously only when the relevant screen opens. ## Quick Start Ask the agent to convert the hard asset references in your character class to soft references and load them asynchronously with the streamable manager.