TArray::CopyUnfrozen
#include "Containers/Array.h"
Access: public
Specifiers: const
Description
Reconstructs a live TArray from a frozen (WriteMemoryImage) binary representation by placement-constructing a new TArray at Dst and copying element data through the allocator's CopyUnfrozen path.
Caveats & Gotchas
- • If the element type or allocator does not support the freeze/unfreeze pipeline, the method placement-constructs an empty TArray at Dst and discards all frozen data silently.
- • Dst must point to a memory region of at least sizeof(TArray) that is properly aligned. No size or alignment check is performed — passing an undersized buffer silently corrupts adjacent memory.
Signature
void CopyUnfrozen(const FMemoryUnfreezeContent& Context, void* Dst) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Context | const FMemoryUnfreezeContent& | The unfreeze context that carries relocation information for pointer fixup. | — |
| Dst | void* | Raw memory destination into which a thawed TArray is placement-constructed. | — |
Return Type
void Example
Context: used automatically by the shader unfreeze pass C++
// Part of the intrinsic layout system; not called directly in gameplay.
// The engine calls this when thawing a FrozenMemoryImageResult back to live data.
void ThawArray(const FMemoryUnfreezeContent& Ctx, const TArray<FMyElement>& Frozen, void* DstBuf)
{
Frozen.CopyUnfrozen(Ctx, DstBuf);
} See Also
Version History
Introduced in: 4.25
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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