Is there an equivalent of casting for structs/value types?

So here’s the really obvious question then- if I favor the UCLASS approach, isn’t there going to be a performance hit due to using so many actors? Let’s say I use AInfo as my parent class, since it doesn’t call tick, register itself with physics, or contain a scene component that gives it a physical location… I’m still creating one per item, and if a character has dozens and dozens of random trinkets on them, I’m running NewObject() and spawning dozens of actors every time they spawn in a scene.