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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);
};