godotengine / godotengine/godot-cpp
Referencing a GDScript Array causes a compilation error
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Description
I'm not sure if this is something that can be possible, but I was wondering if it's possible to directly reference a Godot Array so that a GDExtension can change an Array and/or Dictionary's values at certain indexes for an Array/Dictionary defined within GDScript. The current solution I'm using is by returning a new Array and updating the GDScript Array that way, but the idea originally was that the class the method is a part of

is meant to be mostly self-contained because this class is held in an Array and every now and again it's meant to just be called on demand for the most part.

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