TArray::ToString
#include "Containers/Array.h"
Access: public
Specifiers: const
Description
Converts the frozen memory image representation of this TArray to a human-readable string by delegating to the allocator's ToString. Part of the shader freeze/unfreeze diagnostic system.
Caveats & Gotchas
- • This method only produces output when the element type has a type layout and the allocator supports freeze memory image. Otherwise it is a compile-time no-op (constexpr branch not taken) and OutContext receives no data.
- • This is not equivalent to a general-purpose FString conversion of the array contents. It reflects the frozen binary layout used by the shader compiler, not the logical element values. Do not use it to debug normal gameplay arrays.
Signature
void ToString(const FPlatformTypeLayoutParameters& LayoutParams, FMemoryToStringContext& OutContext) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| LayoutParams | const FPlatformTypeLayoutParameters& | Platform-specific type layout parameters used to interpret the frozen memory layout. | — |
| OutContext | FMemoryToStringContext& | The context that accumulates the human-readable string representation of the frozen array. | — |
Return Type
void Example
Context: used by engine freeze diagnostics tooling C++
// Not used directly in gameplay code.
// The engine calls this when dumping frozen memory layouts for shader debugging:
FMemoryToStringContext StrContext;
MyFrozenArray.ToString(PlatformParams, StrContext);
UE_LOG(LogShaders, Log, TEXT("%s"), *StrContext.ToString()); See Also
Version History
Introduced in: 4.25
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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