# Get a Selected component in Editor

**URL:** <https://forums.unrealengine.com/t/get-a-selected-component-in-editor/1190709>\
**Category:** Blueprint\
**Tags:** unreal-engine, editor, Widget, Blueprint, question\
**Created:** [June 6, 2023, 2:21pm UTC](https://forums.unrealengine.com/t/get-a-selected-component-in-editor/1190709 "2023-06-06T14:21:23Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![Neuffexx](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/neuffexx/32/683563_2.png) [@Neuffexx](https://forums.unrealengine.com/u/Neuffexx)\
**Post date:** [June 6, 2023, 2:21pm UTC](https://forums.unrealengine.com/t/get-a-selected-component-in-editor/1190709/1 "2023-06-06T14:21:23Z")

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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](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/2/2/52287e3595b0b342ba3b7746b6652042d318a2ba.png)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/5/c/35cd7408ba4d5e5f4364293421d016f416d76612.png)

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**Author:** ![BoomerButter](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoomerButter](https://forums.unrealengine.com/u/BoomerButter)\
**Post date:** [November 14, 2023, 12:47am UTC](https://forums.unrealengine.com/t/get-a-selected-component-in-editor/1190709/2 "2023-11-14T00:47:57Z")

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

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**Author:** ![PREDALIEN](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/predalien/32/1194670_2.png) [@PREDALIEN](https://forums.unrealengine.com/u/PREDALIEN)\
**Post date:** [August 23, 2024, 10:50am UTC](https://forums.unrealengine.com/t/get-a-selected-component-in-editor/1190709/3 "2024-08-23T10:50:25Z")

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

```auto
TArray<UObject*> Buffer;

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

```

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

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**Author:** ![Gomo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Gomo](https://forums.unrealengine.com/u/Gomo)\
**Post date:** [January 11, 2025, 4:48pm UTC](https://forums.unrealengine.com/t/get-a-selected-component-in-editor/1190709/4 "2025-01-11T16:48:14Z")

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![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/4/3/343b15c33b314aa1e06601725424b0f880cc370b.png)

This worked for me

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**Author:** ![dudusstar](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dudusstar/32/753224_2.png) [@dudusstar](https://forums.unrealengine.com/u/dudusstar)\
**Post date:** [February 9, 2025, 7:43pm UTC](https://forums.unrealengine.com/t/get-a-selected-component-in-editor/1190709/5 "2025-02-09T19:43:46Z")

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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!

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**Author:** ![Online\_Learner\_TMRxy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Online\_Learner\_TMRxy](https://forums.unrealengine.com/u/Online_Learner_TMRxy)\
**Post date:** [March 5, 2025, 4:00am UTC](https://forums.unrealengine.com/t/get-a-selected-component-in-editor/1190709/6 "2025-03-05T04:00:40Z")

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

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**Author:** ![Sum\_Hubert](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sum\_Hubert](https://forums.unrealengine.com/u/Sum_Hubert)\
**Post date:** [January 22, 2026, 12:13am UTC](https://forums.unrealengine.com/t/get-a-selected-component-in-editor/1190709/7 "2026-01-22T00:13:52Z")

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

> [@How can I get spline points selected in editor](https://forums.unrealengine.com/t/how-can-i-get-spline-points-selected-in-editor/395443/2):
>
> 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.

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**Author:** ![comingsun](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@comingsun](https://forums.unrealengine.com/u/comingsun)\
**Post date:** [March 30, 2026, 2:58pm UTC](https://forums.unrealengine.com/t/get-a-selected-component-in-editor/1190709/8 "2026-03-30T14:58:40Z")

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