# How to get the child actors attached in World Outliner?

**URL:** <https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850>\
**Category:** Blueprint\
**Tags:** child, attachment, unreal-engine, question\
**Created:** [September 5, 2020, 9:47am UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850 "2020-09-05T09:47:03Z")\
**Posts on this page:** 10\
**Page:** 1

<div class="post-metadata">

**Author:** ![Wahooney](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/wahooney/32/465596_2.png) [@Wahooney](https://forums.unrealengine.com/u/Wahooney)\
**Post date:** [September 5, 2020, 9:47am UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850/1 "2020-09-05T09:47:03Z")

</div>

I have actors I’ve attached to a parent actor in the World Outliner.

![312494-screenshot.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/6/f/26fde4a2c021428fd9ae4b84dd8db9231a377098.jpeg)

In the blueprint of Parent, how do I access the attached children?

I’ve tried Get Attached Actors and Get All Child Actors in my ArrayObjects blueprint class but both return empty arrays. I need this to run at editor time because it’s part of level editing automation, if that makes any difference.

---

<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [September 5, 2020, 10:10am UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850/2 "2020-09-05T10:10:51Z")

</div>

If you’ve attached them in the level, then you need to use GetAttachedActors from the level BP, or a widget or another actor in the scene.

If you’ve made the children as components of the parent ( inside the BP ), then you can use GetAllChildActors.

---

<div class="post-metadata">

**Author:** ![Wahooney](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/wahooney/32/465596_2.png) [@Wahooney](https://forums.unrealengine.com/u/Wahooney)\
**Post date:** [September 5, 2020, 10:02pm UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850/3 "2020-09-05T22:02:26Z")

</div>

Ugh, I figured it’ll be something like that. Thanks.

---

<div class="post-metadata">

**Author:** ![fafmagic](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@fafmagic](https://forums.unrealengine.com/u/fafmagic)\
**Post date:** [November 11, 2021, 8:32pm UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850/4 "2021-11-11T20:32:38Z")

</div>

ClockworkOcean… could you explain a little more on how you would use ‘another actor in the scene’ to help with the OP’s request?

---

<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [November 11, 2021, 8:45pm UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850/5 "2021-11-11T20:45:09Z")

</div>

Sure. I meant, you could drop a blueprint in the level, that has a reference to the ‘main’ actor, and then can get the attached actors.

---

<div class="post-metadata">

**Author:** ![fafmagic](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@fafmagic](https://forums.unrealengine.com/u/fafmagic)\
**Post date:** [November 11, 2021, 9:13pm UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850/6 "2021-11-11T21:13:22Z")

</div>

Awesome. Got it.

---

<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [November 11, 2021, 9:27pm UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850/7 "2021-11-11T21:27:57Z")

</div>

Also, putting a blueprint in the world to talk to ( and from ) is far easier than the lengths people go to when they try and talk to the level blueprint.

---

<div class="post-metadata">

**Author:** ![Karton](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/karton/32/479869_2.png) [@Karton](https://forums.unrealengine.com/u/Karton)\
**Post date:** [November 20, 2021, 9:49am UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850/8 "2021-11-20T09:49:13Z")

</div>

But like… Why does it return nothing when an actor queries its own child? Seems like a legitimate request to me.  
Using another actor for that really breaks encapsulation.  
Using the level sounds like more logical, but I wish there was a way like “getLevel-\>QueryActorAttachedChildren” to call from within the actor. I don’t want to write bespoke code in my level blueprint either.

Is there any well encapsulated way to request the ouliner children?

---

<div class="post-metadata">

**Author:** ![Karton](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/karton/32/479869_2.png) [@Karton](https://forums.unrealengine.com/u/Karton)\
**Post date:** [November 20, 2021, 9:56am UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850/9 "2021-11-20T09:56:09Z")

</div>

Answering my own question here:

You can use “[Get Attach Parent Actor | Unreal Engine Documentation](https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetAttachParentActor/)” and “[Get Attached Actors | Unreal Engine Documentation](https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetAttachedActors/)” to walk up/down the attachments in the level outliner,

HOWEVER. you can’t get your parent onBeginPlay, you have to wait for a few frames.

---

<div class="post-metadata">

**Author:** ![Saishy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Saishy](https://forums.unrealengine.com/u/Saishy)\
**Post date:** [November 24, 2021, 9:18pm UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850/10 "2021-11-24T21:18:18Z")

</div>

I haven’t been able to get an actor children in a packaged build at all, it’s always empty.  
I’ve even put it in a tick and it always return a zero sized array.

Works normally in editor tho.
