# (39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

**URL:** <https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [April 29, 2014, 1:27am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448 "2014-04-29T01:27:59Z")\
**Posts on this page:** 1\
**Showing post:** 502

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [December 28, 2014, 9:58pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/502 "2014-12-28T21:58:46Z")

</div>

**New Node: Get Attached Actors!**

\*\* is a new node as of 12/28/14!\*\*

 ![6479f768e3b04ce91adf4d10d4353b8279fbf80f.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/4/7/6479f768e3b04ce91adf4d10d4353b8279fbf80f.jpeg)

node gets actors that are attached to the input Parent Actor!

node was originally inspired by !

Here’s the final C++ code I created for node:

```auto

void UVictoryBPFunctionLibrary::Actor__GetAttachedActors(AActor* ParentActor,TArray<AActor*>& ActorsArray)
{
	if(!ParentActor) return;
	// ~~~~~~~~~~~~
	
	ActorsArray.Empty(); 
	ParentActor->GetAttachedActors(ActorsArray);
}

```

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