# UAssetActionUtility for Blueprint actors?

**URL:** <https://forums.unrealengine.com/t/uassetactionutility-for-blueprint-actors/572308>\
**Category:** Blueprint\
**Tags:** Blueprint-Utilities, unreal-engine, Scripting, UE4, question, Blueprint\
**Created:** [June 2, 2022, 9:52am UTC](https://forums.unrealengine.com/t/uassetactionutility-for-blueprint-actors/572308 "2022-06-02T09:52:07Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![undercover](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@undercover](https://forums.unrealengine.com/u/undercover)\
**Post date:** [June 2, 2022, 9:52am UTC](https://forums.unrealengine.com/t/uassetactionutility-for-blueprint-actors/572308/1 "2022-06-02T09:52:07Z")

</div>

Hi!

I have created an AssetActionUtility that calls GetSelectedAssets and for each asset returned, I try to cast it to my actor base class. However, the cast always fails. The type returned seems to be called Blueprint, and it can’t be cast directly to my actor base class. How can I use a AssetActionUtility to modify a member in my blueprints?

I really appreciate any help.
