BlueprintNode AsyncLoadAssetList In C++?

Hello Everyone,I found “Async Load Primary Asset List” BP Node in UE4 Document,

but i want to use this in cpp.So i check the document and got this API :
virtual TSharedPtr LoadPrimaryAssets
(
const TArray < FPrimaryAssetId >&AssetsToLoad,
const TArray < FName >&LoadBundles,
FStreamableDelegate DelegateToCall,
TAsyncLoadPriority Priority
)
As you can see,the BP Node return an Object Array,but this API is TSharePtr .So how to use this API to get Primary Asset Object Array like this BP Node do,thanks a lot!

UAsyncActionLoadPrimaryAssetList* UAsyncActionLoadPrimaryAssetList::AsyncLoadPrimaryAssetList(UObject* WorldContextObject, const TArray& PrimaryAssetList, const TArray& LoadBundles)
{
UAsyncActionLoadPrimaryAssetList* Action = NewObject();
Action->AssetsToLoad = PrimaryAssetList;
Action->LoadBundles = LoadBundles;
Action->Operation = EAssetManagerOperation::Load;
Action->RegisterWithGameInstance(WorldContextObject);

	return Action;
}

this is the cpp code for the BlueprintInternalUseOnly function you are using you can find it under Engine/Source/Runtime/Engine/Private/AsynActionLoadPrimaryAsset.h

Thanks!It’s just what i need ,maybe i will check in Engine source code rather than document next time.