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AccessCheck Changelog

All notable changes to AccessCheck – Game Accessibility Auditor are recorded here.

Accessibility guidance, not certification

AccessCheck provides technical guidance and accessibility-readiness information. It does not provide legal advice, certify compliance, or replace evaluation by accessibility specialists and players with disabilities.

1.0.0 — Initial production release

Automated auditing

  • Added static Widget Blueprint analysis for accessible metadata, focus and navigation, and visual accessibility risks.
  • Added optional CommonUI-specific analysis that loads only when CommonUI is enabled.
  • Added built-in profiles for Quick Scan, Full Accessibility Audit, Controller & Keyboard, Screen Reader Readiness, Visual Accessibility, and Shipping Gate workflows.
  • Added Current Asset, Selection, Folder, Project, Content Browser, and headless commandlet scopes where applicable.

Results and navigation

  • Added the Dashboard with automated readiness score, automation coverage, manual-review status, runtime summary, report status, scan details, and discovered Widget Blueprints.
  • Added the Issue Explorer with search, filtering, grouping, sorting, source navigation, evidence, recommendations, decisions, and history.
  • Added the Navigation Map for explicit, predicted, invalid, reachable, and unreachable focus paths.
  • Added finding lifecycle states including Open, Reopened, Resolved, Suppressed, Accepted Risk, Needs Manual Review, and Not Applicable.

Runtime and visual evidence

  • Added passive Play-In-Editor session recording for available accessible-tree, focus, geometry, input-source, and state evidence.
  • Added named runtime states and finalizable value-only sessions.
  • Added runtime visual capture, measured element crops, rendered-contrast evidence, focus pairs, navigation replay, and review previews.
  • Added clear capability reporting when runtime evidence is partial or unavailable.

Manual review

  • Added a profile-driven Manual Review Centre for checks that require human judgment.
  • Added reviewer names, progress states, confirmed decisions, risk decisions, not-applicable decisions, blocked items, notes, and evidence references.
  • Kept manual-review completion separate from the automated score.

Remediation and source control

  • Added Guided Fix workflows that open the most reliable source and provide practical steps.
  • Added one narrowly defined Safe Fix provider for accessible-name repair.
  • Added exact before/after preview, Unreal transactions, Undo/Redo, targeted rescan verification, source-control checks, and safe refusal reasons.

Reports, baselines, and CI

  • Added frozen report snapshots with separate automated, manual, runtime, and runtime-visual sections.
  • Added HTML, JSON, and CSV export.
  • Added project baselines and comparison classifications for new, resolved, reopened, changed, newly evaluated, no longer evaluated, and not-comparable findings.
  • Added the headless -run=AccessCheck Shipping Gate commandlet.
  • Added configurable score, coverage, severity, indeterminate, manual-review, scan-error, and baseline-regression policies.
  • Added stable commandlet exit codes and accesscheck_result.json output.
  • Added PowerShell and batch CI helper scripts.

Compatibility and privacy

  • Added support for Unreal Engine 5.5, 5.6, 5.7, and 5.8.
  • Added editor support for Windows, macOS, and Linux; Win64 binaries are prebuilt where provided, while macOS and Linux compile from source.
  • Confirmed editor-only operation with no packaged-game runtime dependency.
  • Confirmed local-only operation with no telemetry, analytics, uploads, accounts, API keys, or network requirement.

Known limitations

  • The automated score is a project-health signal, not a legal or compliance result.
  • Runtime evidence covers only observed sessions and states.
  • Visual previews are design-review aids, not medical simulations.
  • Indeterminate results are not passes.
  • AccessCheck focuses on UI accessibility risks and does not replace testing with players with disabilities.
  • CommonUI-specific analysis requires CommonUI to be enabled.