LateBrake v0.5.7 — Collision Actor Configuration and Spawn Safety¶
Published source-only GitHub pre-release; NO playable v0.5.7 executable or installed-game verification.
C++ source files¶
Source/Latebrake/Public/Track/CollisionBlockSetup.h is a tiny,
allocation-free engine-neutral decision classifier. A spawn succeeds
only when the source collision plan is valid and the real Unreal Actor
has the expected StaticMeshComponent, built-in Cube, explicitly
configured QueryAndPhysics collision and requested transform.
Source/Latebrake/Private/Game/LatebrakeRaceGameMode.cpp feeds those
facts into the classifier after actually configuring each Actor. A
failed component/setup is logged and its Actor destroyed, so the
v0.5.6 CircuitStartupAudit cannot count a merely returned
AStaticMeshActor* as a complete collidable track piece.
Source/Latebrake/Public/Track/CircuitSpawnSafety.h runs a
deterministic pavement and barrier clearance policy over the actual
shared PlayerStart, RivalStart, PlayerRecoveries and
RivalRecoveries. It assumes the stock UE cube has a
100-centimetre side at scale 1, uses 150 cm conservative XY barrier
clearance, and requires finite position/heading values.
Its result gates startup as LATEBRAKE_SPAWN_LAYOUT_BLOCKED
if future source geometry makes planned starts unsafe.
Tests/Standalone/CollisionBlockSetupTests.cpp and
Tests/Standalone/CircuitSpawnSafetyTests.cpp are strict C++20
regressions; scripts/Test-PackagingPolicy.ps1 additionally rejects
synthetic logs containing either new failure marker.
Limits and real acceptance¶
This is source-level policy. Valid Unreal component property values still do not guarantee actual physics, cooked map availability, correct tire/chassis interactions, real game progression or performance.
- Compile UE 5.8 UHT/editor/game targets on an authorized machine.
- Create a genuine
/Game/Maps/LatebrakeCircuit.umap, then cook it. - Inspect all nine source-created collision Actor components in-engine.
- Verify the real player car can drive each road, collide with boundary barriers and restart/recover without overlapping an obstacle.
- Check the same against player/rival changes, 30/60 FPS, artificial hitches and actual Android input interruptions.
- Capture authentic process logs and package manifests with SHA256 hashes and device-specific playtest observations.
- Keep existing Unreal and Android acceptance issues open until those tasks are complete. A passed CTest or synthetic PowerShell fixture must not be attached as proof of a playable game.