def METHOD_NAME(self, context, name, namespace, data):
    """Load and containerise representation into Content Browser.
    This is two step process. First, import FBX to temporary path and
    then call `containerise()` on it - this moves all content to new
    directory and then it will create AssetContainer there and imprint it
    with metadata. This will mark this path as container.
    Args:
        context (dict): application context
        name (str): subset name
        namespace (str): in Unreal this is basically path to container.
                         This is not passed here, so namespace is set
                         by `containerise()` because only then we know
                         real path.
        data (dict): Those would be data to be imprinted. This is not used
                     now, data are imprinted by `containerise()`.
    Returns:
        list(str): list of container content
    """
    # Create directory for asset and ayon container
    root = "/Game/Ayon/Assets"
    asset = context.get('asset').get('name')
    suffix = "_CON"
    if asset:
        asset_name = "{}_{}".format(asset, name)
    else:
        asset_name = "{}".format(name)
    version = context.get('version')
    # Check if version is hero version and use different name
    if not version.get("name") and version.get('type') == "hero_version":
        name_version = f"{name}_hero"
    else:
        name_version = f"{name}_v{version.get('name'):03d}"
    tools = unreal.AssetToolsHelpers().get_asset_tools()
    asset_dir, container_name = tools.create_unique_asset_name(
        f"{root}/{asset}/{name_version}", suffix="")
    container_name += suffix
    if not unreal.EditorAssetLibrary.does_directory_exist(asset_dir):
        unreal.EditorAssetLibrary.make_directory(asset_dir)
        path = self.filepath_from_context(context)
        task = self.get_task(path, asset_dir, asset_name, False)
        unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])  # noqa: E501
        # Create Asset Container
        unreal_pipeline.create_container(
            container=container_name, path=asset_dir)
    data = {
        "schema": "ayon:container-2.0",
        "id": AYON_CONTAINER_ID,
        "asset": asset,
        "namespace": asset_dir,
        "container_name": container_name,
        "asset_name": asset_name,
        "loader": str(self.__class__.__name__),
        "representation": context["representation"]["_id"],
        "parent": context["representation"]["parent"],
        "family": context["representation"]["context"]["family"]
    }
    unreal_pipeline.imprint(
        f"{asset_dir}/{container_name}", data)
    asset_content = unreal.EditorAssetLibrary.list_assets(
        asset_dir, recursive=True, include_folder=True
    )
    for a in asset_content:
        unreal.EditorAssetLibrary.save_asset(a)
    return asset_content