Get a Selected component in Editor

Simply said, I have an actor in a level, I want to get reference to the selected actors - selected components.
I have a node here that should do this, but it requires a Target object that I cant seem to get whatsoever.
Any ideas on how to get this in Editor Utility Widgets?

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Did you ever find anything about this issue? I’m having this same issue with it right now.

I also couldn’t get the solution in Blueprint, but for C++ this works:

TArray<UObject*> Buffer;

GEditor->GetSelectedComponents()->GetSelectedObjects(UActorComponent::StaticClass(), Buffer);

P.S. This is not the first time I encounter such oddities in Unreal… :unamused:

This worked for me

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Hi there! I want to check the selected spline points from a blueprint actor with a spline component in the editor? I’m using a utility widget class. Any clue about how to do it? Thanks!

I want to do this,too. Did you achieve it?

If ever you’re still in search of a solution, I suggest checking this forum:

It requires a little bit of c++, but hopefully it’s not too complicated even if you’re a total c++ noob like I am.