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[ue4] Fixed encoding of strings where necessary. Closes #1291.

badlogic 6 年之前
父节点
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8185418319

+ 2 - 2
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonAnimationComponent.cpp

@@ -97,13 +97,13 @@ void USpineSkeletonAnimationComponent::InternalTick(float DeltaTime, bool CallDe
 
 	if (state && bAutoPlaying) {
 		if (lastPreviewAnimation != PreviewAnimation) {
-			if (PreviewAnimation != "") SetAnimation(0, TCHAR_TO_UTF8(*PreviewAnimation), true);
+			if (PreviewAnimation != "") SetAnimation(0, PreviewAnimation, true);
 			else SetEmptyAnimation(0, 0);
 			lastPreviewAnimation = PreviewAnimation;
 		}
 
 		if (lastPreviewSkin != PreviewSkin) {
-			if (PreviewSkin != "") SetSkin(TCHAR_TO_UTF8(*PreviewSkin));
+			if (PreviewSkin != "") SetSkin(PreviewSkin);
 			else SetSkin("default");
 			lastPreviewSkin = PreviewSkin;
 		}

+ 5 - 5
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonDataAsset.cpp

@@ -151,19 +151,19 @@ void USpineSkeletonDataAsset::LoadInfo() {
 	if (skeletonData) {
 		Bones.Empty();
 		for (int i = 0; i < skeletonData->getBones().size(); i++)
-			Bones.Add(skeletonData->getBones()[i]->getName().buffer());
+			Bones.Add(UTF8_TO_TCHAR(skeletonData->getBones()[i]->getName().buffer()));
 		Skins.Empty();
 		for (int i = 0; i < skeletonData->getSkins().size(); i++)
-			Skins.Add(skeletonData->getSkins()[i]->getName().buffer());
+			Skins.Add(UTF8_TO_TCHAR(skeletonData->getSkins()[i]->getName().buffer()));
 		Slots.Empty();
 		for (int i = 0; i < skeletonData->getSlots().size(); i++)
-			Slots.Add(skeletonData->getSlots()[i]->getName().buffer());
+			Slots.Add(UTF8_TO_TCHAR(skeletonData->getSlots()[i]->getName().buffer()));
 		Animations.Empty();
 		for (int i = 0; i < skeletonData->getAnimations().size(); i++)
-			Animations.Add(skeletonData->getAnimations()[i]->getName().buffer());
+			Animations.Add(UTF8_TO_TCHAR(skeletonData->getAnimations()[i]->getName().buffer()));
 		Events.Empty();
 		for (int i = 0; i < skeletonData->getEvents().size(); i++)
-			Events.Add(skeletonData->getEvents()[i]->getName().buffer());
+			Events.Add(UTF8_TO_TCHAR(skeletonData->getEvents()[i]->getName().buffer()));
 		delete skeletonData;
 	}
 #endif