Asyncronous loading problem

Dear friends.

I’m working on asyncronous loading on my project with following tutorial.

And my code example is

void AMyLoader::BeginPlay() {
 ...
FStreamableManager& assetLoader = UNVInGameManager::Get().assetLoader;
	TArray<FStringAssetReference> ItemsToStream;
	for (int i = 0; i < tileDataNames.Num(); ++i) {
		FString contextString;
		FNVTileMetaData* data = tileDataTable->FindRow<FNVTileMetaData>(tileDataNames[i], contextString, true);
		UE_LOG(LogTemp, Warning, TEXT("%s: %s"), *tileDataNames[i].ToString(), *data->originLocation.ToString());
		FAssetData assetData = AssetRegistryModule.Get().GetAssetByObjectPath(FName(*data->actorPath));
		m_ItemsToStream.Add(assetData.ToStringReference());
		ItemsToStream.Add(assetData.ToStringReference());
		
		
	}
	assetLoader.RequestAsyncLoad(ItemsToStream, FStreamableDelegate::CreateUObject(this, &AMyLoader::InitTileProperty));
}

void AMyLoader::InitTileProperty() {
	for (int i = 0; i < m_ItemsToStream.Num(); ++i) {
		UObject* obj = m_ItemsToStream[i].ResolveObject();
		UE_LOG(LogTemp, Warning, TEXT("%s"), *obj->GetName());
	}
}

Final log shows its proper object name but any actors are not shown in my world and world outliner panel.
Is this correct way to load my assets dynamically? My goal is that loading my blueprint during in game from object path which is specified as following

	"/Game/Blueprints/BP_TestActor.BP_TestActor"

that string is read from datatable.
Thanks in advance.

Same problem here. Do you have any solution?

Same problem here…Anyone found a solution? Looks like it works in editor but not in packaged builds. Is there something different about paths in packaged builds?

me too in Android device, and not PC.