Better solution for accessing struct properties?

Is there a better way to deal with situations like below?

I’ve the same big ol’ switch statement for setting the attributes as well. This feels like an absolute mess to deal with. This struct has 68 properties.

The only thing I can think of is completely ditching the struct in favor of a Map<GameplayTag,Float>, but that’s a massive overhaul throughout my entire game. So I’d rather find a more elegant solution here.

Accessing Struct properties by name would be ideal, but then that requires FindPropertyByName, which has performance overhead as I understand it.

Any suggestions?