USelection* SelectedActors = GEditor->GetSelectedActors();
for (int32 ActorIndex = 0; ActorIndex < SelectedActors->Num(); ++ActorIndex)
{
UObject* SelectedActor = SelectedActors->GetSelectedObject(ActorIndex);
AActor* Actor = Cast<AActor>(SelectedActor);
UE_LOG(LogTemp, Warning, TEXT("%s"), *Actor->GetActorLabel());
}