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


![image](https://user-images.githubusercontent.com/25046370/229289066-7579e754-f185-45f3-aaf0-7ac2a07d5630.png)

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.

![image](https://user-images.githubusercontent.com/25046370/229288876-c536fbac-7755-4c93-9a86-5d92628ec18c.png)

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