Yeah, I have blueprint I was working on that generates terrain for an open world. It uses arrays for each vert stored in a larger array of tiles. As far as performance goes I have know idea what it’s doing.
Speaking of which, how do struct arrays even allocate memory? Their components could be anything of any size. I would assume they should probably be avoided if possible but this is well beyond my knowledge.
This is a vital performance function when generating arrays with 500+ size per tick, cause memory reallocation kills the performance completely in blueprint only projects. Can it be exposed to blueprints in the near future?
If you wanna do it anyway: You need a class that inherits from FScriptArray (or implement everything in there on your own), probably want a copy of FScriptArrayHelper that works with your child of FScriptArray.
Then see KismetArrayLibrary.h and my link above on how to create generic array functions.