TArray::WriteMemoryImage
#include "Containers/Array.h"
Access: public
Specifiers: const
Description
Serialises this TArray into a frozen memory image via FMemoryImageWriter. Only active when both the allocator supports freeze and the element type has a registered type layout. Used by the shader code serialisation pipeline.
Caveats & Gotchas
- • If the allocator does not support SupportsFreezeMemoryImage or the element type lacks a THasTypeLayout specialisation, the method writes an empty TArray instead — silently producing no data. You will not get an error.
- • This is part of the Freeze/Unfreeze shader pipeline (used by Niagara, Global Shaders, etc.). Do not call it directly in gameplay code — it is invoked automatically by the shader compiler infrastructure.
Signature
void WriteMemoryImage(FMemoryImageWriter& Writer) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Writer | FMemoryImageWriter& | The memory image writer that serialises the array layout into a platform-specific frozen binary image. | — |
Return Type
void Example
Context: invoked automatically in shader type layout serialisation C++
// Called internally by the engine; not typically called directly.
// Example of how the engine uses it:
void FMyShaderType::WriteMemoryImage(FMemoryImageWriter& Writer) const
{
MyTArrayMember.WriteMemoryImage(Writer);
} See Also
Version History
Introduced in: 4.25
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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