IJobChunk - updating with creating new structs

Here is a simplified example of a parallel IJobChunk job. How can I update the component in each entity within the chunk without having create a new struct (in this case a Translation)?

With more complex components, that would mean having to copy over all the other values in an entity when I only want to update one property of that component.

[BurstCompile]
struct MyJob: IJobChunk
{
    public float3 deltaPosition;
    public ArchetypeChunkComponentType<Translation> translationType;

    public void Execute(ArchetypeChunk archetypeChunk, int chunkIndex, int firstEntityIndex)
    {
        NativeArray<Translation> chunkTranslations = archetypeChunk.GetNativeArray(translationType);

        for (int i = 0; i < chunkTranslations.Length; i++)
        {
            chunkTranslations[i] = new Translation { Value = chunkTranslations[i].Value + deltaPosition };
        }
    }
}
var t = chunkTranslations[i];
t.Value += deltaPosition;
chunkTranslations[i] = t;

More lines, but less characters to type.

Thanks, I was doing this elsewhere but wondered if the existing struct could be updated directly.

Not without going into unsafe territory.