# Selecting all Componants by type in blueprint (In editor)?

**URL:** <https://forums.unrealengine.com/t/selecting-all-componants-by-type-in-blueprint-in-editor/2727200>\
**Category:** Blueprint\
**Tags:** unreal-engine, question\
**Created:** [June 8, 2026, 3:32pm UTC](https://forums.unrealengine.com/t/selecting-all-componants-by-type-in-blueprint-in-editor/2727200 "2026-06-08T15:32:14Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Skyboy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Skyboy](https://forums.unrealengine.com/u/Skyboy)\
**Post date:** [June 8, 2026, 3:32pm UTC](https://forums.unrealengine.com/t/selecting-all-componants-by-type-in-blueprint-in-editor/2727200/1 "2026-06-08T15:32:14Z")

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I have a blueprint with over 200 objects in it all sharing materials etc all sorts.  
I wanted to swap the materials for some custom materials/instances

But There’s no way I have to manually go through and select components of the same type…? Surely not

I have a mixture of components and I just want to select all the static mesh components and change the materials all at once.

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**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:** [June 8, 2026, 5:08pm UTC](https://forums.unrealengine.com/t/selecting-all-componants-by-type-in-blueprint-in-editor/2727200/2 "2026-06-08T17:08:36Z")

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Just

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/4/7/7473f5da551ac26ee1b6d4b8a758677bd3fd8e68.png)

and then process the array.

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**Author:** ![Skyboy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Skyboy](https://forums.unrealengine.com/u/Skyboy)\
**Post date:** [June 8, 2026, 5:15pm UTC](https://forums.unrealengine.com/t/selecting-all-componants-by-type-in-blueprint-in-editor/2727200/3 "2026-06-08T17:15:37Z")

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I should have specified, I meant in the editor itself.

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<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:** [June 8, 2026, 6:33pm UTC](https://forums.unrealengine.com/t/selecting-all-componants-by-type-in-blueprint-in-editor/2727200/4 "2026-06-08T18:33:15Z")

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I did wonder… 🤣

Do you mean change the materials on the components after placing the actor in the world, then just the above in the construction script.

I’d take a look at this as a starting point

> [@Get Assets by class always return "Blueprint" classes objects](https://forums.unrealengine.com/t/get-assets-by-class-always-return-blueprint-classes-objects/1256686/2):
>
> Since UE5 the asset registry should be properly able to search for subclasses and provides out-of-the-box functions to do so. Try node GetBlueprintAssets, with an ARFilter set to look for subclasses of your base class Comprobation. The package path depends on where your Comprobation class resides. If it’s a native class, use /Script/ProjectName. If it’s a blueprint class, use package path like /Game/Blueprints/Comprobation and generated class name ie. Comprobation\_C. Once you’ve found some …

Or something like

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/9/9/e992b79fca3fa4c79d23225f8dbbe88aaddb7884.jpeg)

But then I’m not so sure about accessing components…

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**Author:** ![Skyboy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Skyboy](https://forums.unrealengine.com/u/Skyboy)\
**Post date:** [June 9, 2026, 9:39am UTC](https://forums.unrealengine.com/t/selecting-all-componants-by-type-in-blueprint-in-editor/2727200/5 "2026-06-09T09:39:59Z")

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Ah I mean literally in the component list in the blueprint editor.

But its like 200 components. Some of them are no collision (eg. A glove box) but some of them are moveable useable items (Eg. Glove box latch) along with lights/scene componants etc.

So I need a way to filter my component list to select my static meshes so I can group change certain details about them with their collisions.

Another person said use an appendix on the name like AA\_ so I can search for AA and get all the objects with that appendix.

However, All my objects are imported from blender. And changing the name feels like I might mess up the import.

Edit:

Ok yeah this works somewhat. Ive given them an appendix say Touch or static. So I know which ones are interactable and which ones arent. So I can search in the componant list for touch and Itll give me all my static meshes that are interactable. So I can change them all in one swing instead of individually picking them out of the list
