Description

Garbled text is displayed when creating Android package. It did not occur in my colleague's environment using English OS, but occurred in my environment using Japanese OS. This issue should be fixed as soon as possible, as it occurs in many Japanese licensee environments.

 

Steps to Reproduce
  1. Create empty project and open
  2. Create Android package
  3. After finishing packaging check output log

result : There are any corrupted Japanese text line such as following.

UATHelper: パッケージ化 (Android (ASTC)): ����:Z:\permission_library\src\main\java\com\google\vr\sdk\samples\permission\PermissionFragment.java�͔񐄏���API��g�p�܂��̓I�[�o�[���C�h���Ă��܂��B
UATHelper: パッケージ化 (Android (ASTC)): > Task :permission_library:compileDebugJavaWithJavac
UATHelper: パッケージ化 (Android (ASTC)): ����:�ڍׂ́A-Xlint:deprecation�I�v�V������w�肵�čăR���p�C�����Ă��������B

UATHelper: パッケージ化 (Android (ASTC)): ����:�ꕔ�̓��̓t�@�C���͔񐄏���API��g�p�܂��̓I�[�o�[���C�h���Ă��܂��B
UATHelper: パッケージ化 (Android (ASTC)): ����:�ڍׂ́A-Xlint:deprecation�I�v�V������w�肵�čăR���p�C�����Ă��������B

Callstack
  1. UE4Editor-SlateCore-Win64-Debug.dll!FSlateTextShaper::PerformHarfBuzzTextShaping::__l71::<ラムダ>(FShapedGlyphEntry & ShapedGlyphEntry, const int TextStartIndex, const int TextEndIndex) 行 689 C++
  2. UE4Editor-SlateCore-Win64-Debug.dll!FSlateTextShaper::PerformHarfBuzzTextShaping(const wchar_t * InText, const int InTextStart, const int InTextLen, const FSlateFontInfo & InFontInfo, const float InFontScale, const TextBiDi::ETextDirection InTextDirection, TArray<FShapedGlyphEntry,TSizedDefaultAllocator<32> > & OutGlyphsToRender) 行 779 C++
  3. UE4Editor-SlateCore-Win64-Debug.dll!FSlateTextShaper::PerformTextShaping(const wchar_t * InText, const int InTextStart, const int InTextLen, const FSlateFontInfo & InFontInfo, const float InFontScale, const TextBiDi::ETextDirection InTextDirection, const ETextShapingMethod TextShapingMethod, TArray<FShapedGlyphEntry,TSizedDefaultAllocator<32> > & OutGlyphsToRender) 行 238 C++
  4. UE4Editor-SlateCore-Win64-Debug.dll!FSlateTextShaper::ShapeBidirectionalText(const wchar_t * InText, const int InTextStart, const int InTextLen, const FSlateFontInfo & InFontInfo, const float InFontScale, const TextBiDi::ETextDirection InBaseDirection, const ETextShapingMethod TextShapingMethod) 行 113 C++
  5. UE4Editor-SlateCore-Win64-Debug.dll!FSlateFontCache::ShapeBidirectionalText(const wchar_t * InText, const int InTextStart, const int InTextLen, const FSlateFontInfo & InFontInfo, const float InFontScale, const TextBiDi::ETextDirection InBaseDirection, const ETextShapingMethod InTextShapingMethod) 行 966 C++
  6. UE4Editor-Slate-Win64-Debug.dll!FShapedTextCache::AddShapedText(const FCachedShapedTextKey & InKey, const wchar_t * InText) 行 29 C++
  7. UE4Editor-Slate-Win64-Debug.dll!FShapedTextCache::FindOrAddShapedText(const FCachedShapedTextKey & InKey, const wchar_t * InText) 行 76 C++
  8. UE4Editor-Slate-Win64-Debug.dll!ShapedTextCacheUtil::MeasureShapedText(const TSharedRef<FShapedTextCache,0> & InShapedTextCache, const FCachedShapedTextKey & InRunKey, const FTextRange & InMeasureRange, const wchar_t * InText) 行 103 C++
  9. UE4Editor-Slate-Win64-Debug.dll!FSlateTextRun::Measure(int BeginIndex, int EndIndex, float Scale, const FRunTextContext & TextContext) 行 59 C++
  10. UE4Editor-Slate-Win64-Debug.dll!FTextLayout::FRunModel::CreateBlock(const FTextLayout::FBlockDefinition & BlockDefine, float InScale, const FLayoutBlockTextContext & InTextContext) 行 2650 C++
  11. UE4Editor-Slate-Win64-Debug.dll!FTextLayout::CreateLineViewBlocks(int LineModelIndex, const int StopIndex, const float WrappedLineWidth, const TOptional<float> & JustificationWidth, int & OutRunIndex, int & OutRendererIndex, int & OutPreviousBlockEnd, TArray<TSharedRef<ILayoutBlock,0>,TSizedDefaultAllocator<32> > & OutSoftLine) 行 325 C++
  12. UE4Editor-Slate-Win64-Debug.dll!FTextLayout::FlowLineLayout(const int LineModelIndex, const float WrappingDrawWidth, TArray<TSharedRef<ILayoutBlock,0>,TSizedDefaultAllocator<32> > & SoftLine) 行 581 C++
  13. UE4Editor-Slate-Win64-Debug.dll!FTextLayout::AddLines(const TArray<FTextLayout::FNewLineData,TSizedDefaultAllocator<32> > & NewLines) 行 2171 C++
  14. UE4Editor-OutputLog-Win64-Debug.dll!FOutputLogTextLayoutMarshaller::AppendPendingMessagesToTextLayout() 行 746 C++
  15. UE4Editor-OutputLog-Win64-Debug.dll!FOutputLogTextLayoutMarshaller::SubmitPendingMessages() 行 681 C++
  16. UE4Editor-OutputLog-Win64-Debug.dll!SOutputLog::Tick(const FGeometry & AllottedGeometry, const double InCurrentTime, const float InDeltaTime) 行 981 C++
  17. UE4Editor-SlateCore-Win64-Debug.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) 行 1234 C++

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Duplicate
ComponentUE - Platform - Mobile
Affects Versions4.244.25
Target Fix5.0
Fix Commit12875935
Main Commit14151001
Release Commit12875935
CreatedApr 17, 2020
ResolvedAug 31, 2021
UpdatedAug 31, 2021