Handling forced replication of structs.

Is there a better solution to this, other than breaking the struct into two independently replicated members on the actor?

context:


USTRUCT(BlueprintType)
struct FSomeStruct
{
	GENERATED_BODY()

	UPROPERTY(BlueprintReadOnly)
	int32 MemberOne = 0;

	UPROPERTY(BlueprintReadOnly)
	int32 MemberTwo = 0;
};


// Member on a replicated actor
UPROPERTY(ReplicatedUsing=OnRep_SomeStructChange, VisibleAnywhere, BlueprintReadOnly)
FSomeStruct ReplicatedStruct;

// on the replicated actor with a context of auth.
ReplicatedStruct.MemeberOne = 1;

This will not trigger the server to consider ReplicatedStruct dirty and in need of replication.
the only pattern I have found to work is.

SomeStruct StackStruct = ReplicatedStruct;

StackStruct.MemberOne = 1;

ReplicatedStruct = StackStruct