How to select actor in from the world Outliner window in Editor Utility Widget in C++?

I am trying to make an Editor Utility Widget with c++, but the Details View doesn’t seem to work for some reason.

I feel like there has to be something like TargetManagerSelector->SetObject(/SOMETHING HERE/) but i don’t know where to put this logic and what to set… Can anybody help?

Header File

	UPROPERTY(EditAnywhere, meta = (BindWidget))
	TObjectPtr<UDetailsView> TargetManagerSelector;
	UPROPERTY(EditAnywhere, Category="Target Managers")
	TArray<ATargetManager*> TargetManagers;

	UPROPERTY(EditAnywhere, meta = (BindWidget))
	TObjectPtr<UButton> GetActorButton;

	UFUNCTION()
	TArray<ATargetManager*> GetSelectedActors();

Cpp File

//
void UEditorUtilityWidget::NativeConstruct()
{
	//... Bind Button to function
	if (GetActorButton){
		GetActorButton->OnClicked.AddDynamic(this, &UEditorUtilityWidget::GetSelectedActors);
	}
}

TArray<ATargetManager*> UEditorUtilityWidget::GetSelectedActors()
{
	TArray<UObject*> SelectedTargetManagers = UEditorUtilityLibrary::GetSelectedAssets();

	if(!SelectedTargetManagers.IsEmpty()){
		for(UObject* SelectedTargetManager : SelectedTargetManagers){
			ATargetManager* TargetManager = Cast<ATargetManager>(SelectedTargetManager);
			if (!TargetManager) continue;

			TargetManagers.Add(TargetManager);
		}
	}

	return TargetManagers;
}