// When the AssetId cannot be found, we don't want to outright fail, because the runtime has mechanisms for displaying fallback textures which gives the
// user a better recovery workflow. On the other hand we can't just provide an empty/invalid Asset<ImageAsset> because that would be interpreted as simply
// no value was present and result in using no texture, and this would amount to a silent failure.
// So we use a randomly generated (well except for the "BADA55E7" bit ;) UUID which the runtime and tools will interpret as a missing asset and represent