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LateBrake v0.5.39 — Focus-Loss Physics and Touch Input Safety

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

Changes since v0.5.38

  • FOCUS-LOSS PHYSICS: If an operating system deactivates the app but the Unreal world refuses to pause, the car no longer intentionally retains its drive commands and previous rigid-body momentum while the competitive race clock is suspended. The pawn neutralizes raw and smoothed driving inputs and zeroes chassis linear/angular velocities immediately after a new guarded focus loss and during surviving pawn ticks.
  • Fail-closed mobile touch: While the focus-loss latch is active, touch input cannot newly accelerate, steer, brake, recover, restart or select career actions. A fresh PAUSE press alone is allowed to invoke the existing explicit player-resume path. A held finger, drag, or duplicate press cannot silently resume competition.
  • Tests and source contracts: New portable C++20 FocusSuspendedTouchPolicy matrix and CMake registration, plus Python FocusSuspendedDriverBindingTests asserting that actual Unreal pawn source gates physics and touch dispatch in the right order.
  • QA documentation: Added a real-world test plan covering nonzero vehicle momentum, pause failure, foregrounding, resume controls, duplicate OS callbacks and physical Android input.

Verification and limitations

Source CI for pull request #103 passed the C++20 CTest matrix on Ubuntu, Windows and macOS, editor-only Python source-binding tests, PowerShell packaging-policy checks and documentation build. The independent source release workflow pins the exact merged commit e06bd702c8069cfd752cc4979a02416c2c4fb7fd, repeats all portable source tests and an isolated focus-touch regression, verifies the previous source-only release and forbids attached release assets.

No actual Unreal Engine 5.8 Editor/UHT compilation, cooked project-owned .umap, Win64 EXE, Android APK, physics freeze on real hardware, OS focus notification delivery or installed gameplay is verified. Clearing velocity is a source-level mitigation; Chaos, gravity, external impulses and frame ordering still require real-game tests.

Next release gates

  1. Compile the Unreal Engine 5.8 Editor/UHT and game targets on an authorized installation.
  2. Create, save and cook a real /Game/Maps/LatebrakeCircuit level with original assets.
  3. Package authentic source/map-verified Win64 and Android builds and attach them only after successful packaging verification.
  4. Test OS pause-success, OS pause-failure, already-paused deactivation, duplicate callbacks, momentum stop, keyboard/mobile deliberate resume and checkpoint motion on installed devices.
  5. Attach package-bound evidence to checkpoint QA issue #31 and Android qualification issue #13.

Author-created LateBrake source is BSD-3-Clause. Unreal Engine, Epic libraries and Epic-supplied assets remain under Epic's separate licensing.

Source-only prerelease — zero compiled executable assets.