UObject::IsSelectedInEditor returns 'false' while editing Blueprint

Hello,

I created Component (UPrimitiveComponent) for which I want to detect whenever its Owner or the Component itself is selected in the Editor.

Right now I try to achieve this by calling AActor::IsActorOrSelectionParentSelected and UObject::IsSelected,
and this works quite well when interacting with Actors in the Level Viewport / Outliner - in such case these functions behave as expected.

However, in case of editing the Actor’s Blueprint/Asset the underlaying method UObject::IsSelectedInEditor seems to be always returning false.
I thought that said function will behaves similar to how it does for the Level Viewport but sadly it doesn’t.

Are there any alternatives that I could use here?

Thanks!

I think I found some alternative that seems to work while editing Blueprint: UPrimitiveComponent::IsComponentIndividuallySelected
not the best solution coz it only works for Primitive Components, but that’s better than nothing.

Now the problem is how to detect the selection change.
In the Level Viewport / Outliner I’m using the binding with USelection::SelectionChangedEvent delegate,
but this doesn’t fire while editing Blueprint.