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[ue4] Fixed encoding of strings where necessary. Closes #1291.
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@ -97,13 +97,13 @@ void USpineSkeletonAnimationComponent::InternalTick(float DeltaTime, bool CallDe
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if (state && bAutoPlaying) {
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if (lastPreviewAnimation != PreviewAnimation) {
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if (PreviewAnimation != "") SetAnimation(0, TCHAR_TO_UTF8(*PreviewAnimation), true);
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if (PreviewAnimation != "") SetAnimation(0, PreviewAnimation, true);
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else SetEmptyAnimation(0, 0);
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lastPreviewAnimation = PreviewAnimation;
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}
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if (lastPreviewSkin != PreviewSkin) {
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if (PreviewSkin != "") SetSkin(TCHAR_TO_UTF8(*PreviewSkin));
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if (PreviewSkin != "") SetSkin(PreviewSkin);
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else SetSkin("default");
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lastPreviewSkin = PreviewSkin;
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}
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@ -151,19 +151,19 @@ void USpineSkeletonDataAsset::LoadInfo() {
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if (skeletonData) {
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Bones.Empty();
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for (int i = 0; i < skeletonData->getBones().size(); i++)
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Bones.Add(skeletonData->getBones()[i]->getName().buffer());
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Bones.Add(UTF8_TO_TCHAR(skeletonData->getBones()[i]->getName().buffer()));
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Skins.Empty();
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for (int i = 0; i < skeletonData->getSkins().size(); i++)
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Skins.Add(skeletonData->getSkins()[i]->getName().buffer());
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Skins.Add(UTF8_TO_TCHAR(skeletonData->getSkins()[i]->getName().buffer()));
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Slots.Empty();
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for (int i = 0; i < skeletonData->getSlots().size(); i++)
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Slots.Add(skeletonData->getSlots()[i]->getName().buffer());
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Slots.Add(UTF8_TO_TCHAR(skeletonData->getSlots()[i]->getName().buffer()));
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Animations.Empty();
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for (int i = 0; i < skeletonData->getAnimations().size(); i++)
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Animations.Add(skeletonData->getAnimations()[i]->getName().buffer());
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Animations.Add(UTF8_TO_TCHAR(skeletonData->getAnimations()[i]->getName().buffer()));
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Events.Empty();
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for (int i = 0; i < skeletonData->getEvents().size(); i++)
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Events.Add(skeletonData->getEvents()[i]->getName().buffer());
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Events.Add(UTF8_TO_TCHAR(skeletonData->getEvents()[i]->getName().buffer()));
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delete skeletonData;
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}
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#endif
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