How can I store spare parameter on a uasset?

I would like to save some integer data on assets in the content browser. Currently I’m doing that using the following code :

TArray <FAssetData> SelectionList;
GEditor->GetContentBrowserSelections(SelectionList);
auto Item = SelectionList[0];
Item.TagsAndValues.Emplace(FName("MyInt"), FString::FromInt(10012));

And this works until the item goes out of scope and get’s garbage collected. I would like to save this additional tag with the uasset, so that it is available next time the scene file is opened.

after some investigation it would appear the best way to store this information in unreal is through the use of a DataTable