unreal.ScreenReaderAnnouncementInfo

class unreal.ScreenReaderAnnouncementInfo(should_queue: bool = False, interruptable: bool = False, priority: ScreenReaderAnnouncementPriority = Ellipsis)

Bases: StructBase

A struct that contains information about how a screen reader announcement should behave when the announcement is requested to be spoken. This struct holds information to determine an announcement’s priority in relation to other announcements and determines if an announcement can be interrupted by other announcements and if an announcement should be queued if it cannot be made immendiately. For C++ users, please use the static methods provided to create instances of FScreenReaderInfo with pre-defined defaults that will satisfy 80% of your use cases. Please see FScreenReaderUser::RequestSpeak() for examples of how to use this struct. See: FScreenReaderUser, FScreenReaderAnnouncement

C++ Source:

  • Plugin: ScreenReader

  • Module: ScreenReader

  • File: ScreenReaderAnnouncement.h

Editor Properties: (see get_editor_property/set_editor_property)

  • interruptable (bool): [Read-Write] True if the associazted announcement can be intrrupted by another announcement. Else false.

  • priority (ScreenReaderAnnouncementPriority): [Read-Write] The priority level of the associated announcement.

  • should_queue (bool): [Read-Write] True if the associated announcement should be queued if it cannot be spoken immediately or is interrupted. Else false.

property interruptable: bool

[Read-Write] True if the associazted announcement can be intrrupted by another announcement. Else false.

Type:

(bool)

property priority: ScreenReaderAnnouncementPriority

[Read-Write] The priority level of the associated announcement.

Type:

(ScreenReaderAnnouncementPriority)

property should_queue: bool

[Read-Write] True if the associated announcement should be queued if it cannot be spoken immediately or is interrupted. Else false.

Type:

(bool)