Search Issue Tracker
Fixed
Fixed in 6000.2.0a5, 7000.0.0a20
Votes
0
Found in
2021.3.44f1
2022.3.47f1
6000.0.21f1
6000.1.0a7
6000.2.0a1
Issue ID
UUM-82585
Regression
No
FontEngine.LoadFontFace fails with Invalid_File_Path when the file path contains Turkish characters
How to reproduce:
1. Open the attached “BugReport.zip” project
2. Open the “SampleScene”
3. Enter Play Mode
4. Observe the Console window
Expected result: Font loads successfully from file path
Actual result: Font does not load, console logs “Invalid_File_Path”
Reproducible in: 2021.3.44f1, 2022.3.47f1, 6000.0.21f1
Reproducible on: Windows 10, Windows 11
Not reproducible on: No other environments tested
Note: FontEngine.LoadFontFace(new Font("path")) works as intended, but FontEngine.LoadFontFace("path") does not
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “FMOD failed to set the software format to the custom sample rate…” warnings are thrown as System Sample Rate value is being changed in Audio section of Project Settings window
- VFX Marquee selection does match the visual indicator
- “Invalid AABB aabb” errors are spammed when “Infinity” value is entered in Collider Component fields
- Editor Role does not sync with the MPPM Play Mode Scenario Role when entering Play mode
- Long asset names cause overlap with the “Find” function in search result tabs
Resolution Note (fix version 7000.0.0a20):
LoadFontFace now loads correctly when using a path with special characters.
Resolution Note (fix version 6000.2.0a5):
LoadFontFace now loads correctly when using a path with special characters.