Neuffexx
(Neuffexx)
June 6, 2023, 2:21pm
1
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?
1 Like
Did you ever find anything about this issue? I’m having this same issue with it right now.
PREDALIEN
(PREDALIEN)
August 23, 2024, 10:50am
3
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…
dudusstar
(dudusstar)
February 9, 2025, 7:43pm
5
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?
Sum_Hubert
(Sum_Hubert)
January 22, 2026, 12:13am
7
If ever you’re still in search of a solution, I suggest checking this forum:
You’re going to need to do that inside the component visualizer. The selected spline points aren’t “real” objects, they’re hit proxies which will be intercepting user input in the editor and interpreting that data to manipulate the spline’s array of spline points directly.
Give this a read for how they work:
I assume your plugin already has an editor module. What you’re going to need to do is create a new FSplineComponentVisualizer, unbind the default visualizer for the spline via GUnrealEd->U…
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.
comingsun
(comingsun)
March 30, 2026, 2:58pm
8
Thank you very much for sharing. It has indeed achieved the desired function, although I still haven’t figured out the principle.