Oh neat, I attempted to put this in a sub FSM so I could disable it globally when I didn't need it but with no luck. Fortunately, I did discover using the array delete action with an sub FSM gains the same results. Using this version of sub FSM
https://hutonggames.com/playmakerforum/index.php?topic=18762.0 I was able to copy back the updated array thus giving me the visual change I wanted.
I'm not sure if the performance is better than using ArraySaveChanges, if not, then I'll just set up a global bool every time I call array delete at so I can disable it once I no longer need to check it.
Edit: Okay, I took things a step further and added a bool into the ArraySaveChange action. This bool simply by passes the save change when set to false. If you attach a global bool to this, you can control all of the actions in your project at once. Since "array delete at" works fine on the backend, you can enable this action when you need it and disable it on deployment to save performance. Or I believe that's how it'll work out. Don't quote me on this, I'm no programmer.