It would be handy, but it’s not critical. Since the UStructs I need are available, I can wrap the read and write operations in a C++ method which I can call from Sk. The basic plan is that I’m trying to write in a way which allows non-programmers to change things in the UE IDE. I’m using DataAssets as a simplistic database table where they can tweak key values, so there will be a need to read and write those values in Sk. I woke up this morning already writing the code for C++ access methods in my head. At this point, though, I can’t think of a reason to modify or set the value of a TAssetPtr in Sk; therefore, I don’t think there’s any good reason to push it above other stuff.