Hi @Nikita_Sneg, Sorry for the delay.
Unfortunately, we don’t provide any mechanisms to serialize and retrieve speckle properties on objects in the same way we do in the unity connector. This is a non-trivial feature to support, not least because C++ lacks runtime typing information.
However, it is possible to access some custom properties on objects by creating a custom converter.
See our tutorial: Unreal - Developing Custom Object Conversions and our proof of concept GH → Unreal poc: Grasshopper to Unreal - asset swap / mapping meshes from Grasshopper proof of concept
These showcase how its possible to retrieve some custom props during conversion.
With this method, you should be able to retrieve simple string/integer/float/bool properties by name from Meshes, or display value objects (like walls) from BP.
However, if you’re wanting properties of more complex nested structures then be prepared to need to write some C++ to parse the json manually.
If you go this route, I can provide some assistance to get you started.
By injecting your behaviour into a custom converter, you’ll be able to access the properties only during conversion. We don’t have way to store them on the object for good (unless you want to implement that yourself!)