BlueprintNode AsyncLoadAssetList In C++?

Hello Everyone,I found “Async Load Primary Asset List” BP Node in UE4 Document,

but i want to use this in cpp.So i check the document and got this API :
virtual TSharedPtr LoadPrimaryAssets

const TArray < FPrimaryAssetId >&AssetsToLoad,
const TArray < FName >&LoadBundles,
FStreamableDelegate DelegateToCall,
TAsyncLoadPriority Priority

As you can see,the BP Node return an Object Array,but this API is TSharePtr .So how to use this API to get Primary Asset Object Array like this BP Node do,thanks a lot!

UAsyncActionLoadPrimaryAssetList* UAsyncActionLoadPrimaryAssetList::AsyncLoadPrimaryAssetList(UObject* WorldContextObject, const TArray& PrimaryAssetList, const TArray& LoadBundles)
{
UAsyncActionLoadPrimaryAssetList* Action = NewObject();
Action->AssetsToLoad = PrimaryAssetList;
Action->LoadBundles = LoadBundles;
Action->Operation = EAssetManagerOperation::Load;
Action->RegisterWithGameInstance(WorldContextObject);

	return Action;
}

this is the cpp code for the BlueprintInternalUseOnly function you are using you can find it under Engine/Source/Runtime/Engine/Private/AsynActionLoadPrimaryAsset.h

Thanks!It’s just what i need ,maybe i will check in Engine source code rather than document next time.