Casting to Specifc Actor

Ok so bp participant slot is just so you can point to those characters.
(the physical characters, the objects you see in the viewport)

The struct isn’t going to have any relevant information in this slot if those objects don’t exist. (outside the battle)

You could use the struct to store the other variables, and carry them from battle to battle. Just update ones like bp participant at the beginning of battles, so you can say which character in the view port you are talking about when you want to do something to those specific actors. (ie. destroy a dead enemy.)

Battle Array is still useful because you can ask it for an index, that can be paralleled to the struct array. (ie. create a system where you left click on a character, it asks the the battle array what index the guy you’re clicking on is, then it can make changes to the structs in the struct array at the same index.(ie. Heal this character 20 hp.))