set_data_asset_property
Set a single property on a data asset, supporting all types including primitives, structs, arrays, and object references. Includes special handling for MassEntity trait configurations.
Instructions
Set a single property on a data asset.
Supports all types: primitives, enums, FName, FText, structs ({"tagName": "..."}), arrays, object refs ("/Game/..."), soft refs, and None (clears reference).
property_name is case-sensitive (exact FProperty name).
Mass Entity Config — Editing Trait Properties: To edit trait properties on a MassEntityConfigAsset (e.g., BeltSpeed, SlotCount), set property_name="Config" with a JSON value containing the Traits array. Each trait needs a "_ClassName" with FULL path "/Script/Module.ClassName".
Example — set BeltSpeed on a conveyor config: set_data_asset_property( asset_path="/Game/.../DA_ConveyorMassConfig_Mk2", property_name="Config", property_value={ "Traits": [{"_ClassName": "/Script/Jiggify.MassConveyorBeltTrait", "BeltSpeed": 200}] } )
IMPORTANT: _ClassName MUST be full path ("/Script/Jiggify.MassConveyorBeltTrait"), NOT short name ("MassConveyorBeltTrait"). Short names create wrong base class. For configs with multiple traits, include ALL traits in the array (entire array is replaced). Only set the properties you want to change — others use C++ defaults.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| asset_path | Yes | ||
| property_name | Yes | ||
| property_value | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |