Multiple supported classes for Scripted actions?

Hi !
I’m trying to make an Editor Blueprint Utility which can rename specific assets (ex: rename a widget blueprint “W_Menu” to “WBP_Menu”). The thing is the “GetSupportedClass” function does not return an array of classes so I’ve to make an Editor Blueprint Utility for each class type I want to support. Is there a way to pass an array instead of one single class ?

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Having the same issue :
Would like to support only Static and Skeletal Meshes, but since we cannot use an Array, got to duplicate the same Blueprint Utility