Yeah, enums have some quirks I don’t like but on the other hand I can use their indexes as it’s pretty much an array of strings.
But I guess what I originally wanted isn’t possible so I should just mark that as the “solution” and look at my goal from a different angle. Like since the character stats are mostly just affected by modifiers, buffs and the like, those getting replicated as the players do need to know what is the cause of their problems I can just simply Not replicate the struct and let the functionality on the client side deal with the updates as the modifiers roll in. Server side is the only one that really matters anyways.