v0.5.8 — Track collision response policy¶
Published source-only GitHub pre-release. No verified playable Win64 EXE or Android APK.
The gap¶
The v0.5.7 SpawnBlock validates the engine Cube mesh and
ECollisionEnabled::QueryAndPhysics state. A collision component
might nevertheless report ECR_Ignore or ECR_Overlap for the
vehicle's relevant channels. A returned AStaticMeshActor* alone
does not prove physics or even the intended response configuration.
C++ implementation¶
Source/Latebrake/Public/Track/CollisionResponsePolicy.his an allocation-free engine-neutral policy. It requiresBlocksPawn,BlocksPhysicsBody, andBlocksWorldDynamicto all be true; rejects the first missing channel with a stable diagnostic name.Source/Latebrake/Private/Game/LatebrakeRaceGameMode.cppexplicitly includes owning engine headers and readsMesh->GetCollisionResponseToChannel(ECC_Pawn),ECC_PhysicsBodyandECC_WorldDynamicon the configuredUStaticMeshComponentafter settingBlockAll.- On a nonblocking response the failed Actor is destroyed, a
LATEBRAKE_COLLISION_SETUP_FAILEDlog line is emitted, and the v0.5.6 nine-block startup audit refuses ready/race progress. Tests/Standalone/CollisionResponsePolicyTests.cppverifies the policy and diagnostic classification in portable C++20.
Still required before actual gameplay acceptance¶
Compile the real licensed Unreal Engine 5.8 UHT/editor/game C++
targets on the engine-supported Windows environment, author and cook
a genuine /Game/Maps/LatebrakeCircuit map, then build and install
real Win64/Android game packages. Inspect components in the engine,
confirm all three channels actually Block, and drive into every
barrier/along each road to observe real car contact and input behavior.
Capture genuine source SHA, package hashes, device, Unreal logs and
framerate/physics outcomes.
A passing CollisionResponsePolicy CTest only proves that the
portable boolean policy correctly rejects supplied false values.
It does not establish that physical collisions or real gameplay work.