MARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY_INDEX - how to use that?

Hi all,
does anybody can point me to an example how to use MARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY_INDEX?

It is only relevant for TStaticArray - but exactly that static array I cannot really replicate as it would not be recognized as UPROPERTY()

I use a replication push model and it work nicely - but I am stuck how to use that in theory quite powerful feature.
Does not help that there are exactly no examples how to use it in the engine source not I found on Github…
Any insights would be extremly appreciated!

Baffled from Unreal Source pointed me to the examples in PushModel.h - you can actually use a standard C++ array and reflect that, then it will work:

UPROPERTY(Replicated)
int32 MyStaticArray[4];

/** For static arrays, each element will have its own RepIndex, and so we need to pass that along. */
void SetStaticArrayValue(const int32 NewValue, const int32 Index)
{
MyStaticArray[Index] = NewValue;
MARK_PROPERTY_DIRTY_FROM_NAME_STATIC_ARRAY_INDEX(AMyAwesomeActor, MyStaticArray, Index, this);
}