Is GEditor->GetSelectedActors() Broken?

Heya I’m having a problem with detecting the class of selected actors.

I have a button in my editor plugin which requires two or more actors of the same class to have been selected. But at the moment when I check the classes of two actors, GetSelectedActors() is actually picking a different object in the scene?!

See this video, where I am selecting each actor in turn, and their class is reported correctly. But as soon as I ctrl-click to multi select them both, GetSelectedActors has picked a totally different object.

I am simply iterating over the selected actors with:

USelection* actors = GEditor->GetSelectedActors();
for (uint16 i = 0; i < actors->Num(); i++) {
	UE_LOG(VASFVLog, Warning, TEXT("FVASFVPluginEdModeToolkit::OnlyVolumesSelected Selected Class: %s"), *actors->GetSelectedClass(i)->GetDescription());
}

Which gets called whenever the button is clicked (seen in the video)

This happens whether I ctrl-click on the second actor in the viewport, or in the world outliner.

Can anyone reproduce this as well?

Still having this issue.

I’m trying to use it so that I can have a function returning True if two or more actors of the same class have been selected in the editor.

Found that actors->GetSelectedObject(i) does point to the correct UObject, so I guess it’s only a problem with GetSelectedClass

I’m able to continue my checking therefore with actors->GetSelectedObject(i)->IsA(AVASFVVolume::StaticClass()) in case anyone else gets this problem in the future.