This maybe just how its ‘supposed’ to work, but I noticed when having an array of structs in blueprints, if you try to modify any of the structs in the array the changes won’t update. This probably because the array is getting the struct by value instead of its reference. The result is, if you want to update anything in array of structs, your forced to basically recreate the object and replace it - which isn’t very efficient and its also a lot more code - code you can’t really make a macro that would do it for you every time either.
Any suggestions on a work around, maybe using some custom C++ code?
Edit: I’ve decided to turn all my structs into UObjects as thats probably the easiest way to deal with this.