Get / Set Editor Properties

Getting and Setting the Properties on an asset

For Blueprint Assets in the Content Browser, not everything is directly available on the results of unreal.load_asset() . With the asset loaded from the Content Browser we can really only set its parent class properties that are listed on the UE Python Docs:

asset_path = "/Game/EUW_my_tool"
asset = unreal.load_asset(asset_path)
asset.set_editor_property("blueprint_description", "My EUW Tool")

For properties added in the Blueprint Editor we will either need the Class Default Object or an instance of it:

asset_instance = unreal.new_object(asset.generated_class())
# or 
default_object = unreal.get_default_object(asset.generated_class())

With an appropriate asset instance we can use the following code to read the desired property:

asset_name = asset_instance.get_editor_property("name")

When setting property values we have two options

asset_instance.set_editor_property("name", "Eugene")
asset_instance.set_editor_properties({
    "name": "Eugene",
    "type": "duck"
})

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