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Fix missing conversion from UTF8 #1343

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Sep 11, 2019
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Original file line number Diff line number Diff line change
Expand Up @@ -729,7 +729,7 @@ void USpatialReceiver::QueryForStartupActor(AActor* Actor, Worker_EntityId Entit
{
if (Op.status_code != WORKER_STATUS_CODE_SUCCESS)
{
UE_LOG(LogSpatialReceiver, Warning, TEXT("Entity Query Failed! %s"), Op.message);
UE_LOG(LogSpatialReceiver, Warning, TEXT("Entity Query Failed! %s"), UTF8_TO_TCHAR(Op.message));
return;
}

Expand Down Expand Up @@ -925,7 +925,7 @@ void USpatialReceiver::HandleIndividualAddComponent(const Worker_AddComponentOp&
return;
}

// Object already exists, we can apply data directly.
// Object already exists, we can apply data directly.
if (UObject* Object = PackageMap->GetObjectFromUnrealObjectRef(FUnrealObjectRef(Op.entity_id, Offset)).Get())
{
ApplyComponentData(Object, NetDriver->GetActorChannelByEntityId(Op.entity_id), Op.data);
Expand Down Expand Up @@ -1743,7 +1743,7 @@ void USpatialReceiver::ResolveIncomingOperations(UObject* Object, const FUnrealO

USpatialActorChannel* DependentChannel = ChannelObjectPair.Key.Get();
UObject* ReplicatingObject = ChannelObjectPair.Value.Get();

// Check whether the resolved object has been torn off, or is on an actor that has been torn off.
if (AActor* AsActor = Cast<AActor>(ReplicatingObject))
{
Expand Down Expand Up @@ -1977,4 +1977,4 @@ void USpatialReceiver::OnHeartbeatComponentUpdate(const Worker_ComponentUpdateOp
NetConnection->CleanUp();
AuthorityPlayerControllerConnectionMap.Remove(Op.entity_id);
}
}
}