# 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:** 1\
**Showing post:** 7

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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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