I actually ended up figuring it out myself. I simply got that list from World->PersistentLevel->Actors
for (AActor* Actor : World->PersistentLevel->Actors)
{
FLevelStreamingAndActorPair NewStruct;
NewStruct.StreamingLevelName = Actor->GetLevel()->GetOuter()->GetFName();
NewStruct.Actor = Actor;
OutFoundActorsAndLevels.Add(NewStruct);
}
Feel free to close this question!