# Trying To Load Multiple Actors From Content Browser C++

**URL:** <https://forums.unrealengine.com/t/trying-to-load-multiple-actors-from-content-browser-c/1292391>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, CPP, Blueprint, question\
**Created:** [September 12, 2023, 2:49pm UTC](https://forums.unrealengine.com/t/trying-to-load-multiple-actors-from-content-browser-c/1292391 "2023-09-12T14:49:43Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![Chatouille](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/chatouille/32/1194622_2.png) [@Chatouille](https://forums.unrealengine.com/u/Chatouille)\
**Post date:** [September 12, 2023, 3:14pm UTC](https://forums.unrealengine.com/t/trying-to-load-multiple-actors-from-content-browser-c/1292391/2 "2023-09-12T15:14:57Z")

</div>

Did not read the full thing but see my answer here (the second part mostly) for transforming asset references (from AssetRegistry search results) into usable classes, this can be done in BP.

> [@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 …

C++ can work too and should be similar.  
Either way, you should avoid loading the `Blueprint` type objects as they are editor-only content, stripped out when packaging the project. So loading the Blueprint to access its GeneratedClass will not work in packaged. As mentioned in my answer above you can load directly the generated class using the `_C` postfix.

---

_[View the full topic](https://forums.unrealengine.com/t/trying-to-load-multiple-actors-from-content-browser-c/1292391)._
