LateBrake v0.5.41 — Unreal Map Authoring Receipt Integrity¶
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 v0.5.40¶
- MAP AUTHORING RECEIPT: Unreal Editor Python now rejects reported engine versions other than 5.8, and emits a schema-v1 success receipt including SHA256 of the exact saved serialized
/Game/Maps/LatebrakeCircuitbytes, not merely the map name and length. - Version preflight: Calling
New-StarterMap.ps1directly also checks the installed Unreal Engine'sBuild.versionand the project's engine association before launching the editor. - Fail-closed packaging handoff: The Windows stage deletes prior receipts and refuses malformed/wrong-version/unexpected-map records, missing files, reparse-point paths, same-size modified map bytes, incorrect lengths or mismatched SHA256 before the existing Unreal header and pre-/post-UAT map-snapshot gates.
- Source tests and transparency: Regression tests cover valid stub authoring, bad engine versions and SHA256 correctness in Python, plus synthetic PowerShell fixtures for same-size tampering and corrupted receipts. The new
docs/MAP_AUTHORING_QA.mddescribes the workflow and limitations.
Verification and release integrity¶
PR #109 merged as tested source commit da667fee6c29b0fa3274b2e22b0915571ad4e2c3 after Windows/macOS/Ubuntu portable C++20 CI, PowerShell receipt-policy fixtures, Python mocked Editor control-flow tests and documentation checks passed.
The release publisher pins that exact immutable source revision, independently tests the three-OS C++ suite, PowerShell packaging/authoring policy and Python source contracts, verifies published asset-free v0.5.40 and rejects tag rewrites and attached executables.
Unverified: genuine UE 5.8 Editor/UHT/game compilation, actual Editor-produced cookable .umap, built Win64 EXE, Android APK/AAB, installed gameplay, car handling, ordered checkpoint physics and device input. Receipts and synthetic fixtures do not prove a real engine was run, and source archives cannot be installed as games.
Next genuine playable-game gates¶
- On a licensed UE 5.8 Windows workstation, compile
LatebrakeEditorand the game target. - Execute
New-StarterMap.ps1with the real editor, validate the authentic SHA256 receipt, then load/cook the level through Epic's UAT. - Produce hash- and source-pinned Win64 and Android packages; retain actual build logs.
- Install and drive on devices, qualify checkpoint issue #31 and Android QA issue #13.
- Publish playable assets only after independently verified packaging and genuine human QA evidence.
Original LateBrake source code: BSD-3-Clause; Epic-supplied Unreal Engine code and assets remain under Epic's separate license.
Asset-free source-only prerelease; no playable download.