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LateBrake v0.5.18 — Rival Race Readiness

SOURCE-ONLY GitHub pre-release. This is NOT a playable game build. No compiled Win64 EXE, Android APK/AAB or installed racing game is included. GitHub's source ZIP and tar.gz files are source archives, not installers.

Engine-facing source improvement since v0.5.17

  • Rivals wait for a valid race: A new Unreal-independent AI/RivalDriveReadiness.h policy permits the AI opponent to drive only if the circuit startup audit passed, a local player is present, the event is Circuit, the player race is active, no menu/pause interrupts gameplay and the rival's own route is unfinished.
  • Actual Unreal integration: ALatebrakeRivalCar::Tick consults that policy before issuing acceleration/steering and brakes when readiness is lost. It preserves separate player-authoritative timing and checkpoint scoring.
  • C++20 regression tests: RivalDriveReadinessTests.cpp links original RaceProgress.cpp to verify missing player, invalid/unready circuit, pause/menu state, wrong/invalid event, rival route finish, player race finish and restart.
  • No fabricated competitive outcomes: Approximate rival route progress is still telemetry, not a scored championship finish.

Pre-release checks and ordering

The dedicated v0.5.18 workflow requires an already published asset-free v0.5.17 pre-release. It builds/tests portable C++20 on Ubuntu, Windows and macOS and explicitly compiles the new rival drive readiness test target. It additionally runs Windows PowerShell packaging-negative/syntax checks and Python Unreal Editor stub tests. Publication is pinned to the exact tested main SHA; existing tags are never moved and executable assets are not attached.

This is NOT a playable game build. Real Unreal Engine 5.8 game/editor compilation, a proper binary /Game/Maps/LatebrakeCircuit map, Cook/BuildCookRun, Win64/Android executables, driver/AI collision physics, mounted device controls and real installed gameplay testing are UNVERIFIED. Source and mocked-negative CI cannot prove game playability.

Qualification before executable releases

  1. On a licensed Unreal Engine 5.8 environment, compile and author/cook the genuine map.
  2. Build and install actual Win64 and Android candidates and verify opponent braking, AI control/focus when paused, track invalidation and post-finish behavior in real gameplay.
  3. Record exact binary manifest hashes and QA on checkpoint issue #31 and Android issue #13.

Original LateBrake source is BSD-3-Clause; Epic Unreal Engine software and bundled engine content follow separate Epic licensing terms.

No playable assets included.