How do I hold onto a non content browser asset between startups?

I currently have an object that holds around 200 UTexture2D’s. When this object is constructed, it creates all these textures using FImageUtils::ImportFileAsTexture2D. This method works great and the images are stored in the object, but whenever I restart the engine, all the references have been lost and the object has an array of null textures. I’m assuming this is because the images aren’t being stored in the content browser. If i have a pointer to a UTexture2D, is there an easy way to write it as an asset directly into the content browser? or is there another way to store instances between startups without using the content browser?