I am not sure if I understand the question correctly, so do correct me if I misunderstood.
From the screenshot, it looks like this array/list is actors which represent different transformations, or maybe transformation spawn/reference points.
“Accessible location” can mean a few different things.
1 - First and foremost, if these transformation actors all share the same parent class, and they are placed/spawned in the level, you can simply get them by parent class and/or actor tag. For example, Get All Actors of Class with Tag, assuming they are loaded in the level at that time. You can give each child a unique tag.
2 - If the question is about accessing them from one common place, then yes, you can use an Array, a Select node, or more likely a Map. A Map would probably be cleaner because you can map a transformation type to an object reference.
For example:
Monkey → MonkeyTransform
Mouse → MouseTransform
Jaguar → JaguarTransform
Then you make a function like GetTransformationByType, pass “Monkey” or preferably an Enum/GameplayTag, and it returns the related object.
You could put this map in a manager actor, GameState, or another commonly accessible class, depending on whether this needs to be global/replicated or just local. For game state basically get game state->castToMyGameState->Access array.
3- C++ you can make a subsystem or an object with an interface to access transform/spawn points. Subsystem would be the best in that case.
4- Besides you don’t have to actually manually do an array/list/map. You can reverse the process by When a transform point spawns the first thing they do → They look for a class / actor whatever and go register themselves if they find.
GameStarts->MonkeyTransform->TransformManagerActor->RegisterTransform(ObjectReference, StringName)
RegisterTransform->AddMap((ObjectReference, StringName))
You can always access TransformManagerActor.