Using SaveArrayToFile on Mac

I’m using Mac to run UE4, suppose I have the following code:

   FBufferArchive ToBinary;
    FString FullFilePath = "Users/UserName/Desktop";
    FFileHelper::SaveArrayToFile(ToBinary, *FullFilePath);

Where would the binary be saved? I cannot find the saved file at “/Users/UserName/Desktop”

Obviously, I tried the following string for FullFilePath, “/Users/UserName/Desktop”, “/Users”, “Users”…

It seems that the only one that makes SaveArrayToFile to return true is “Users/UserName/Desktop”

So For Mac, how exactly does SaveArrayToFile work? If I want to put in a full file path, what exactly do I put in? The tutorial at A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums only talks about windows, and is very short

#Base Dir

The binary directory is given by

FPlatformProcess::BaseDir()

This returns the directory your game exe is running from, in a packaged game, or wherever the process is being run from in pre-shipping build

#FPaths.h

You can determine the path to your uproject or plugins or saved or config any time by using FPath::(see functions below)

/**
	 * Returns the base directory of the current game by looking at the global
	 * GGameName variable. This is usually a subdirectory of the installation
	 * root directory and can be overridden on the command line to allow self
	 * contained mod support.
	 *
	 * @return base directory
	 */
	static FString GameDir();

	/**
	* Returns the root directory for user-specific game files.
	*
	* @return game user directory
	*/
	static FString GameUserDir();

	/**
	 * Returns the content directory of the current game by looking at the global
	 * GGameName variable. 
	 *
	 * @return content directory
	 */
	static FString GameContentDir();

	/**
	* Returns the directory the root configuration files are located.
	*
	* @return root config directory
	*/
	static FString GameConfigDir();

	/**
	 * Returns the saved directory of the current game by looking at the global
	 * GGameName variable. 
	 *
	 * @return saved directory
	 */
	static FString GameSavedDir();

	/**
	 * Returns the intermediate directory of the current game by looking at the global
	 * GGameName variable. 
	 *
	 * @return intermediate directory
	 */
	static FString GameIntermediateDir();

	/**
	 * Returns the plugins directory of the current game by looking at the global
	 * GGameName variable. 
	 *
	 * @return plugins directory
	 */
	static FString GamePluginsDir();

File can only be stored in user’s directory on Mac.

FString FilePath = FPaths::Combine( FPlatformProcess::UserDir(), "1.png");
FFileHelper::SaveArrayToFile(ImageData, *FilePath);