Haya,
- Not able to test on 4.12.5, but looking at the code in UnrealString.h, I can see that it hasn’t been fixed yet.
2/3. If you pop this code into an exec function you should be able to see what I’m talking about:
FString inString(TEXT("TestString™"));
uint32 size = inString.Len();
TArray<uint8> data;
data.AddUninitialized(size);
StringToBytes(inString, data.GetData(), size);
FString outString = BytesToString(data.GetData(), size);
ensureMsgf(inString == outString, TEXT("In String: \"%s\" Out String: \"%s\""), *inString, *outString);
inString and outString should be the same string, but inString is “TestString™” and outString is “TestString”" (note extra quotes).