# 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:** 1\
**Showing post:** 4

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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, 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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