We have a project where there is a bundle group with its build and load paths set to remote build and load paths. The results of the asset build are uploaded to our web server www.xxx/folder/ resulting in our remote load path being www.xxx/folder/Standalone64. Our use case is that we want to be able to download the assets from the server even though the original asset does not exist in the build. When we delete the addressable asset from the group Code (CSharp): Addressables.Instantiate<GameObject>(address) will throw an InvalidKeyException. Makes sense, because the key/address is no longer in the asset bundle group because the group is now empty. However, if we simply make a prefab of an empty gameobject, make it addressable in the same group and give it the same address/key (effectively replacing the asset with a new one) the empty game object will be instantiated despite the fact that on our server we still have the bundle of our original prefab which was given the same address and our group's load path is correct. This basically proves that we were never downloading from the server in the first place. How can we be sure that our asset bundle is actually being downloaded from the server and is it possible to download a remote asset without needing the original asset included in the group in the editor. We have also tried using Code (CSharp): Addressables.LoadCatalogsFromRuntimeData(catalogPath).Completed += LoadCatalogsCompleted; where catalogPath is the exact path to our catalog.json hosted on our web server.