QuartzUIAccessibility: declaration reference
0.57.0-dev · beta source documentation. Native, Blueprint, Editor and rendering examples are source-reviewed, not executed in Unreal during this scan. See validation and limits.
Pinned source (source: Source/QuartzUIRuntime/Public/QuartzUIAccessibility.h) · integration recipe · practical guide
FQuartzUIAccessibilityPolicy
Internal type. Validation and pacing for browser-requested platform announcements.
Prerequisites / integration: Exact local player and configured app; Slate/UMG dependencies for native presentation work. Use the QuartzUIAccessibility recipe in the host module QuartzUIRuntime.
Minimal example / lifecycle: client.request('quartzui.accessibility.announce', {message:'Saved'}). Per-view rate/lifecycle gate; native handler stays private.
Avoid: Claiming full OS DOM screen-reader traversal. This named helper is runtime-owned; inspect/use it through the owner above rather than constructing it in gameplay.
Exact source line (source: Source/QuartzUIRuntime/Public/QuartzUIAccessibility.h#L6)
Complete header
Source snapshot, not an additional example. Unreal annotations distinguish exposed Blueprint nodes from native-only/private methods.
#pragma once
#include "CoreMinimal.h"
/** Validation and pacing for browser-requested platform announcements. */
class QUARTZUIRUNTIME_API FQuartzUIAccessibilityPolicy final
{
public:
static constexpr int32 MaxAnnouncementCharacters = 512;
static constexpr double MinAnnouncementIntervalSeconds = 0.5;
/** Accepts exactly {"message":"..."} and returns a trimmed, bounded message. */
static bool TryParseAnnouncement(
const FString& PayloadJson,
FString& OutMessage,
FString& OutErrorCode,
FString& OutErrorMessage);
/** A negative previous timestamp means no announcement has been sent yet. */
static bool CanAnnounce(double CurrentTimeSeconds, double PreviousTimeSeconds);
};