> For the complete documentation index, see [llms.txt](https://bkortbus.gitbook.io/unreal-python-recipe-book/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://bkortbus.gitbook.io/unreal-python-recipe-book/assets/get-set-editor-properties.md).

# 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](https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/class/EditorUtilityWidgetBlueprint?application_version=5.3#unreal-editorutilitywidgetblueprint):

<pre class="language-python"><code class="lang-python">asset_path = "/Game/EUW_my_tool"
<strong>asset = unreal.load_asset(asset_path)
</strong><strong>asset.set_editor_property("blueprint_description", "My EUW Tool")
</strong></code></pre>

<figure><img src="https://368271246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FStUBkBT2qJGKNkIZ6yc7%2Fuploads%2F2VWjAqjDosviQshsVOd8%2Fimage.png?alt=media&amp;token=92fa5e40-4843-4001-9e71-81c347c1ce28" alt="" width="227"><figcaption></figcaption></figure>

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

```python
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:

```python
asset_name = asset_instance.get_editor_property("name")
```

When setting property values we have two options

```python
asset_instance.set_editor_property("name", "Eugene")
```

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

{% hint style="danger" %} <mark style="color:yellow;">**Note:**</mark> **Read-Only** properties do exist in Unreal, if a property doesn't appear to set correctly in Python it could be Read-Only
{% endhint %}

<figure><img src="https://368271246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FStUBkBT2qJGKNkIZ6yc7%2Fuploads%2FDV8BOYQzWl6AEsWyBMTX%2Fimage.png?alt=media&amp;token=ad9a13b9-d41d-4780-8e0e-b5b08b265065" alt="" width="563"><figcaption></figcaption></figure>
