Transient handbrake — source-only prototype QA¶
The LateBrake force-based rigid-body car has a held handbrake input for experimental controlled slides. It is separate from ordinary BRAKE. Keyboard Left Shift and gamepad right-stick click hold the action; releasing them returns to ordinary handling.
Implemented source behavior¶
- Genuine local human driver only; the rival AI cannot activate it.
- While held, requested motor throttle is zero, lateral damping is reduced to preserve a controlled slide, and bounded forward resistance slows the prototype chassis. Sim-inspired and arcade modes have distinct lateral resistance. Simultaneously holding ordinary BRAKE preserves its stronger stopping demand.
- Long-frame resistance is still capped by FrameStableDampingRate, and nonfinite tuning or input cannot create nonfinite requested forces.
- Service BRAKE (Space/gamepad bottom face button) and Android touch BRAKE are unchanged; no additional mobile touch pad is introduced.
- One desktop speed HUD line optionally displays the transient handbrake state. No extra Android line obscures the existing touch controls.
- Pause, menu, focus loss, controller loss, restart and recovery clear the held state. No changes to lap awards, credits or saved records.
This is intentionally not a rear-wheel brake, tire lock, ABS, traction control or suspension simulation; it uses the prototype's existing force-based single rigid body.
Portable tests¶
cmake -S Tests/Standalone -B Tests/Standalone/build -DCMAKE_BUILD_TYPE=Release
cmake --build Tests/Standalone/build --config Release
ctest --test-dir Tests/Standalone/build -C Release -R "^(HandbrakeDrivePolicy|FrameStableDamping)$" --output-on-failure
python3 -m unittest discover -s Tests/Editor -p "HandbrakeBindingTests.py" -v
Actual engine / device acceptance (not yet performed)¶
- Compile Unreal Engine 5.8 Editor/Game through UHT and cook the owned circuit. Check that both new input keys exist on target devices.
- Drive with Left Shift and right-stick-click at different speeds and handling modes. Check controller release and ordinary brake overlap.
- Interrupt active handbrake with pause, menu, focus loss, recovery, unpossession, restart and invalid physics. Verify no lingering force.
- Observe frame-time behavior and understeer/spin near track barriers. Tune from measured installed gameplay, not synthetic policy tests.
- Verify desktop HUD clipping and unchanged mobile touch layout.
This branch does not produce or verify a Windows executable or Android APK. Playable qualification issue #148 and Android device issue #13 must stay open until real installed game evidence is available.