Is it possible to split a UAsset

I am currently trying to split a UAsset so that once packaged, the patch system will not be forced to replace all of it if a small part is modified. In my case I am currently building a single UAsset from multiple files on disk, and then using BulkData to stream my data from disk as needed, only loading the info for the bulkDatas. In my case I have one BulkData object per original file, and some additional serialized data that is fully loaded on deserialization. This currently works without any problems.
The UAsset being serialized is a UObject as it’s base, and in the content editor imported as a Content Asset.
One thought I’ve had would be to auto-create a bunch of UObjects when serializing, and serialize references to those. However if this is even possible, I don’t know how I would get those to be created during the serialization step that is already called for my UObject. (I’m having a hard time explaining this, as I can’t really figure out how that might work).
Ideas and solutions would be very much appreciated!