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Média 1 pour l'article AccessCheck – Accessibility Auditor

Description

Accessibility work is easy to postpone when the checks are spread across Widget Blueprints, focus settings, Play-In-Editor testing, spreadsheets, and release notes. AccessCheck brings that work into one clear Unreal Editor workflow.

AccessCheck is an editor-only accessibility auditing and readiness tool for Unreal Engine projects. It scans UMG Widget Blueprints for common risks, helps you inspect focus and navigation, records runtime evidence, organises manual review, and creates reports that can be compared as the project changes.

Scan your UI before problems spread

AccessCheck includes 21 built-in static analysis rules, with 3 additional CommonUI checks available when CommonUI is active.

The automated analysis covers areas such as:

  • Missing or weak accessible names

  • Accessible behaviour and widget hierarchy

  • Focusability and initial-focus problems

  • Unreachable controls and navigation dead ends

  • Explicit and predicted navigation paths

  • Text and non-text contrast risks

  • Text sizing and clipping risks

  • Colour-only information

  • Opacity and visibility concerns

  • CommonUI focus and input-readiness checks

Choose from six focused profiles:

  • Quick Scan

  • Full Accessibility Audit

  • Controller & Keyboard

  • Screen Reader Readiness

  • Visual Accessibility

  • Shipping Gate

Understand every finding

The Issue Explorer turns scan results into practical work instead of a wall of warnings.

Each finding can include:

  • Severity, confidence, category, status, and rule information

  • The affected asset and widget

  • A plain-language explanation of why the issue matters

  • Evidence and technical context

  • A recommended next step

  • Source navigation where available

  • Review states for open, resolved, reopened, suppressed, or accepted-risk findings

AccessCheck does not simply show a score. It helps you understand what produced that score and what should be reviewed next.

Inspect focus and navigation visually

The Navigation Map builds a focus graph from Widget Blueprint structure and known navigation data.

Use it to review:

  • Reachable and unreachable controls

  • Initial focus

  • Incoming and outgoing navigation

  • Explicit and predicted edges

  • Invalid or ambiguous paths

  • Directional navigation behaviour

  • Related findings for the selected widget

Static navigation is an informed approximation, so AccessCheck clearly separates predicted behaviour from runtime evidence.

Record what really happens in Play-In-Editor

The Runtime Inspector passively observes a Play-In-Editor session and records evidence about the UI states you visit.

It can capture information such as:

  • The accessible widget tree

  • Focus movement

  • Widget geometry

  • Input-source context

  • Named screen states

  • Runtime findings and evidence relationships

AccessCheck does not start or stop gameplay for you, send input, activate controls, or take over the session.

Review captured UI evidence

Visual Preview lets you inspect captured runtime frames alongside review transformations and measured elements.

It can support review of:

  • Rendered contrast

  • Focus-indicator evidence

  • Selected UI regions

  • Original and transformed previews

  • Side-by-side comparisons

  • Saved evidence connected to reports

Preview modes are review aids. They do not simulate every person's vision and do not prove that a screen is accessible.

Cover the checks automation cannot judge

Accessibility is larger than metadata and focus paths. AccessCheck includes a 31-item Manual Review Centre for checks that need human judgement.

The checklist covers areas such as:

  • Gameplay and difficulty options

  • Timing pressure and pause support

  • Colour, motion, flashing, and readability

  • Subtitles and audio alternatives

  • Input remapping, hold actions, and repeated inputs

  • Communication features

  • Accessibility settings and onboarding

  • Testing with disabled players and accessibility specialists

Reviewers can record status, notes, evidence, risks, and completion details. Manual review remains separate from the automated score so an unchecked human decision is never silently counted as an automated pass.

Improve issues without hiding risk

AccessCheck provides guided remediation that explains what to change and opens the relevant source when possible.

It also includes one deliberately narrow Safe Fix for assigning an accessible name from text that already exists in the widget. The change is previewed, applied through an Unreal transaction, supports Undo/Redo, and is verified with a targeted rescan.

Other findings remain developer-controlled. AccessCheck does not broadly rewrite your UI or pretend that accessibility can be solved with one click.

Create reports your team can use

Reports are frozen snapshots of a completed scan and can include:

  • Automated readiness score

  • Automated coverage

  • Findings by severity and category

  • Manual-review completion

  • Runtime and visual evidence

  • Baseline information

  • Before-and-after comparisons

  • Project and profile details

Export reports to:

  • HTML

  • JSON

  • CSV

Saved baselines make it easier to compare later scans and identify regressions.

Add accessibility checks to CI

AccessCheck includes a headless Shipping Gate commandlet for automated pipelines.

The gate supports:

  • Configurable pass/fail policy

  • Stable documented exit codes

  • Baseline comparison

  • Machine-readable accesscheck_result.json

  • PowerShell and batch helper scripts

  • Report output for build artifacts

This gives teams a repeatable release check without requiring the AccessCheck window to be open.

Private by design

AccessCheck runs locally inside your Unreal project.

  • No accounts

  • No telemetry

  • No analytics

  • No cloud processing

  • No uploads

  • No network access

Important limitations

AccessCheck provides technical guidance and accessibility-readiness information.

It does not:

  • Certify WCAG compliance

  • Provide legal advice

  • Guarantee that a game is accessible

  • Test every disability, device, platform, screen, or gameplay situation

  • Replace evaluation by accessibility specialists

  • Replace testing with disabled players

  • Automatically make a project accessible

A high score or high coverage value means that AccessCheck completed more of its configured analysis. It is not a certification.

Documentation and support

Documentation: https://www.ecalstudios.com/accesscheck/
Support: [email protected]
Publisher: ECal Studios

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