Quick answer: Unreal Blueprint AsyncLoadClass returning a Failed handle even when the asset exists? FStreamableHandle becomes stale after the streamable manager garbage collects - re-request.
Async load attempted; handle returns; status reports Failed despite asset being available.
Hold the handle alive
Store the FStreamableHandle as a UPROPERTY. Garbage collection doesn't free; status stays valid.
Or check via path
If handle is stale, re-request via the path. Manager returns a fresh handle.
Audit handle lifetimes
Handles are GC-managed. Patterns that drop the handle reference invite the bug.
“Streamable handles are reference-counted. Lose the reference; lose the handle.”
If your async loads silently fail, the handle lifetime is the first suspect. Hold the references explicitly.