I usually do this if I have selected an asset in the content browser
assets = unreal.EditorUtilityLibrary.get_selected_assets()
unreal.log(assets[0].get_editor_property("asset_import_data").get_first_filename())
Based on your code you will need to go from AssetData to the main asset object then “get_editor_property(“asset_import_data”).get_first_filename()”