# Adding and editing properties of Curve Asset

**URL:** <https://forums.unrealengine.com/t/adding-and-editing-properties-of-curve-asset/1350117>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, curve-editor, editor, curve, question, CPP\
**Created:** [October 28, 2023, 10:26pm UTC](https://forums.unrealengine.com/t/adding-and-editing-properties-of-curve-asset/1350117 "2023-10-28T22:26:04Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![dzemzmcdonalda](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dzemzmcdonalda/32/1214680_2.png) [@dzemzmcdonalda](https://forums.unrealengine.com/u/dzemzmcdonalda)\
**Post date:** [October 28, 2023, 10:26pm UTC](https://forums.unrealengine.com/t/adding-and-editing-properties-of-curve-asset/1350117/1 "2023-10-28T22:26:04Z")

</div>

Hello,

I was wondering if it is possible to add few properties to the class derived from `UCurveBase`, in the way that they could be edited inside of Curve Editor ?

I just want my Curve Asset to store more data than the float curves itself.

* * *

Right now, after declaring the following property in the class…

```auto
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool bTestFlag = true;

```

…it doesn’t appear anywhere in the Curve Editor:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/e/1/de135735af72d4b8dcb510fe1ddd901641df26b3.png)

* * *

The alternative to solving this problem would be [creating custom Asset Editor](https://dev.epicgames.com/community/learning/tutorials/vyKB/unreal-engine-creating-a-custom-asset-type-with-its-own-editor-in-c), but this doesn’t seem worth in such simple case.

Either way, I’ll be thankful for any kind of help!
