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?

image

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

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.

Thank you very much for sharing. It has indeed achieved the desired function, although I still haven’t figured out the principle.