LateBrake v0.5.6 — Circuit startup geometry audit¶
GitHub source-only pre-release. This is NOT a verified playable game or an executable distribution.
Problem fixed in the source¶
Previous LateBrake GameMode startup logging treated four checkpoint
Actor spawns as enough to mark the game LATEBRAKE_STARTUP_READY.
Although scenery was logged separately, a failed ground, road or
barrier Actor creation could go unreported as a startup blocker.
A race may not award progress on an incomplete collision course.
Source files and contracts¶
| File | Responsibility |
|---|---|
Source/Latebrake/Public/Track/CircuitCollisionPlan.h |
Defines the nine original collision-bearing block transforms and semantic materials in pure C++20 |
Source/Latebrake/Public/Track/CircuitStartupAudit.h |
Fixed-memory counting policy for exact 9 collision blocks, 4 unique checkpoints, 7 groups and 93 instances |
Source/Latebrake/Private/Game/LatebrakeRaceGameMode.cpp |
Instantiates original track Actors from the portable plan, logs startup markers and refuses checkpoint awards if incomplete |
Source/Latebrake/Public/Game/LatebrakeRaceGameMode.h |
Maintains nonpersistent local bCircuitReady state |
Tests/Standalone/CircuitCollisionPlanTests.cpp |
Verifies exact original geometry source data and safe invalid indices |
Tests/Standalone/CircuitStartupAuditTests.cpp |
Tests positive construction, missing/extra blocks, duplicate/wrong gates and incomplete scenery |
scripts/Verify-RuntimeStartupLog.ps1 |
Validates textual startup marker grammar, singleton counts and ordering |
scripts/Test-PackagingPolicy.ps1 |
Ensures synthetic missing/extra/wrong-order actor reports fail; positive fixture checks syntax only |
Unreal still uses the standard engine primitive Cube for these prototype Actors; no Epic asset, third-party code or executable is bundled in the source repository. The original centimetre transforms and style groups are preserved.
Markers in a genuine v0.5.6-or-later runtime log¶
The required ordered lines include:
LATEBRAKE_SCENERY_READY groups=7 instances=93 collision=off
LATEBRAKE_GEOMETRY_READY collision=9/9
LATEBRAKE_STARTUP_READY map=LatebrakeCircuit checkpoints=4/4
A successful parse means that source-created Actor counts were logged. It does not certify a real installed Unreal game or working collision, scene rendering, lap progression, save games, controls or frame times. Synthetic parser fixtures must never be offered as genuine evidence.
Still required before any playable pre-release¶
- Compile actual UE 5.8 Editor/UHT/game C++ targets and fix implementation-specific engine issues on the licensed toolchain.
- Create and cook an original serialized
/Game/Maps/LatebrakeCircuitlevel using Unreal Editor and verify the installed world. - Generate authentic Win64/Android candidates with recorded build SHA, toolchain, source map/package and per-file hashes.
- Observe actual ground, road, wall and checkpoint collisions while driving with keyboard/gamepad/touch under 30/60 FPS and longer hitches.
- Exercise recovery, restart, lap order, career rewards, save/load, rotation/input cancellation, HUD and Android interruption on devices.
- Capture fresh single-session runtime logs, independently verify startup markers, and attach qualified human QA evidence to the relevant open GitHub issues.
The published v0.5.6 source archive is not a game build. Genuine Unreal-device acceptance remains open and is required before a playable release.