FString not work well when containing Chinese characters

I defined a function in my c++ class
FString UMyBlueprintFunctionLibrary::TestFString()
FString m = “你”;
return m;
Then I call this function in blueprint,and print the return value.It prints ?? rather than “你”.

This string literal you are passing cannot properly hold Chinese characters.

From https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/StringHandling/index.html

You need to have the literal converted to wide characters otherwise it will try to parse it as a pure ansi string which will be invalid.

EDIT: so with an example:

FString m = TEXT(“你”);

FString UMyBlueprintFunctionLibrary::TestFString(FString m)
return m;
If I call this function in blueprint and set the parameter of m as “你”,and print the return value.It prints ?? rather than “你”. How can i solve this problem?


I think the FString data type can only contain ASCII / ASCI characters. You might need to do some encoding to produce the correct character type.

This document might help:

  • Paradox


       string UUtilityLib::GBKToUTF8(const string& strGBK)
	std::string strOutUTF8 = "";
	WCHAR* str1;
	int n = MultiByteToWideChar(CP_ACP, 0, strGBK.c_str(), -1, NULL, 0);
	str1 = new WCHAR[n+1];
	memset(str1, 0, n * 2 + 2);
	MultiByteToWideChar(CP_ACP, 0, strGBK.c_str(), -1, str1, n);
	n = WideCharToMultiByte(CP_UTF8, 0, str1, -1, NULL, 0, NULL, NULL);
	char* str2 = new char[n+1];
	memset(str2, 0, n + 1);
	WideCharToMultiByte(CP_UTF8, 0, str1, -1, str2, n, NULL, NULL);
	strOutUTF8 = str2;
	str1 = NULL;
	str2 = NULL;
	return strOutUTF8;

      auto name = "mn名字";
	auto utf8=  UUtilityLib::GBKToUTF8(name);
	FString testName = UTF8_TO_TCHAR(utf8.c_str());