Mentioning LoadObject + '_c' suffix on assets?
It's been a while since I've worked with assets, but aren't there some that require '_c' at their end to work in a packaged game? (I believe blueprints, where the _c is for the 'compiled' form? Not 100% sure). Might be worth mentioning in that example (if this is true and I haven't mis-remembered). If someone's using that function, that's a huge caveat that will blow up in their face later.
@BrodyHiggerson Can you explain the huge caveat for me? Thanks.
It seems that the Name of blueprint asssets Change a bit, when using blueprint nativization. I did Not find any documentation about this behaviour, but i would guess, when you Copy the path via the Editors "Copy Reference" function, the correct path is generated...