Those should be separate APIs anyway. Clients of existing 8-bit APIs expect 1-byte chars.
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I’m good with that! I’ll be happy with OpenFileU, etc.
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Doesn't mean that we can't support UTF-8 by default internally with explicit conversion to UTF-16 at the call site where required! (Essentially limited to Runtime\[Application]Core\*\Windows\**, Xbox, and DirectX RHI's)

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UE4 is sufficiently sovereign to bridge API calls on arguably the least runtime CPU bound OS it supports in this way.
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What does this mean?
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Yeah. I usually use UTF-8 everywhere and convert to/from UCS2 at the WIN32 API level. The WIN32 API code tends to be quite ugly anyway and needs to be wrapped. POSIX w UTF-8 would be awesome!
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I'd love that too. Every time I need to create even a thinnest abstraction layer over Windows/WinAPI I start with implementing "safe" wrappers for WideCharToMultiByte & MultiByteToWideChar.
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