QuartzUIDevelopmentPolicy: 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/QuartzUIDevelopmentPolicy.h) · integration recipe · practical guide
FQuartzUIDevelopmentEndpoint
Internal type. Validated Editor-only mapping from one packaged app ID to one Vite origin.
Prerequisites / integration: Installed source plugin; Editor tools additionally require a compiled compatible host Editor target. Use the QuartzUIDevelopmentPolicy recipe in the host module QuartzUIRuntime.
Minimal example / lifecycle: Use Editor-owned Vite Start/Stop workflow. Registry entry lives only while approved editor process is active.
Avoid: Shipping loopback overrides or accepting arbitrary remote URLs. 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/QuartzUIDevelopmentPolicy.h#L6)
FQuartzUIDevelopmentPolicy
Internal type. Pure bounded policy for development URLs; it never launches or owns a process.
Prerequisites / integration: Installed source plugin; Editor tools additionally require a compiled compatible host Editor target. Use the QuartzUIDevelopmentPolicy recipe in the host module QuartzUIRuntime.
Minimal example / lifecycle: Use Editor-owned Vite Start/Stop workflow. Registry entry lives only while approved editor process is active.
Avoid: Shipping loopback overrides or accepting arbitrary remote URLs. 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/QuartzUIDevelopmentPolicy.h#L16)
FQuartzUIDevelopmentRegistry
Internal type. Process-local Editor override. Packaged builds compile out this registry and all callers.
Prerequisites / integration: Installed source plugin; Editor tools additionally require a compiled compatible host Editor target. Use the QuartzUIDevelopmentPolicy recipe in the host module QuartzUIRuntime.
Minimal example / lifecycle: Use Editor-owned Vite Start/Stop workflow. Registry entry lives only while approved editor process is active.
Avoid: Shipping loopback overrides or accepting arbitrary remote URLs. 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/QuartzUIDevelopmentPolicy.h#L35)
Complete header
Source snapshot, not an additional example. Unreal annotations distinguish exposed Blueprint nodes from native-only/private methods.
#pragma once
#include "CoreMinimal.h"
/** Validated Editor-only mapping from one packaged app ID to one Vite origin. */
struct QUARTZUIRUNTIME_API FQuartzUIDevelopmentEndpoint
{
FName AppId;
int32 Port = 0;
FString EntryPath;
FString Origin;
FString Url;
};
/** Pure bounded policy for development URLs; it never launches or owns a process. */
class QUARTZUIRUNTIME_API FQuartzUIDevelopmentPolicy final
{
public:
static constexpr int32 MinPort = 1024;
static constexpr int32 MaxPort = 65535;
static constexpr int32 MaxUrlLength = 2048;
static bool TryBuildEndpoint(
FName AppId,
int32 Port,
const FString& EntryPath,
FQuartzUIDevelopmentEndpoint& OutEndpoint,
FString& OutError);
static bool IsValidOrigin(const FString& Origin);
static bool IsUrlAllowed(const FString& Url, const FString& AllowedOrigin);
};
#if WITH_EDITOR
/** Process-local Editor override. Packaged builds compile out this registry and all callers. */
class QUARTZUIRUNTIME_API FQuartzUIDevelopmentRegistry final
{
public:
static bool Activate(const FQuartzUIDevelopmentEndpoint& Endpoint, FString& OutError);
static void Deactivate();
static bool TryGetActive(FName AppId, FQuartzUIDevelopmentEndpoint& OutEndpoint);
static bool IsOriginActive(const FString& Origin);
};
#endif