LateBrake v0.5.42 — Race-State Player Driving Readiness¶
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 v0.5.41¶
- PLAYER DRIVE READINESS: Fix a gap in the actual Unreal player pawn where menu or manual pause could freeze the race clock and checkpoints without blocking throttle/steering forces if
SetGamePausedfailed and the world continued ticking. - Race-state consistency: The new allocation-free C++20
PlayerDriveReadiness.hchecks six conditions: authoritative GameMode, ready circuit, menu closed, Unreal world unpaused, OS focus guard cleared and race not finished. If any check fails, the pawn clears raw/filtered input and touch ownership, zeroes existing chassis velocities and returns before applying drive force/torque. - Finishing and restarting: A completed race or unavailable circuit cannot keep accelerating against frozen/blocked timing. Deliberate menu return, OS resume or an authorized race restart restores driving eligibility when all gates are clear.
- Source regressions:
PlayerDriveReadinessTests.cppverifies all 64 combinations of the six flags and explicit unpause/restart. Python checks inspect actual Unreal player-pawn source wiring and preserve existing focus-loss/touch-resume contracts.
Verification and limitations¶
PR #112 passed strict portable C++20 tests on Ubuntu, Windows and macOS, Python Unreal source bindings, PowerShell packaging policy and documentation CI, then merged as tested source commit 60d82151f9316e0c6d63fa6d6f71019de25ef3af. The independent v0.5.42 release workflow pins that immutable source commit, reruns the full portable suite and an isolated PlayerDriveReadiness test, validates published asset-free v0.5.41 and refuses replacement tags or executable release assets.
Important: zeroing velocities in Unreal C++ source is not a guarantee that Chaos gravity, contacts or external impulses cannot move the chassis between engine ticks. Actual pause-success and pause-failure behavior, input dispatch and frame ordering must be verified in a running licensed Unreal game. These tests are not genuine Unreal Engine 5.8 Editor/UHT/game compilation.
No authenticated cooked project-owned .umap, compiled Windows executable, Android APK/AAB, installed game, device controller QA or physical track/race qualification has been produced here.
Remaining playable-game gates¶
- Compile the actual Unreal 5.8
LatebrakeEditorand game target on an authorized engine installation, resolve UHT/Chaos API issues. - Use the real Editor to author/save
/Game/Maps/LatebrakeCircuitand confirm exact SHA256 map receipt, then cook and package. - Generate provenance-checked Win64 and Android packages and verify startup/physics with installed runs.
- Test a real failed
SetGamePausedwhile moving, menu open/close, app background/foreground, race completion, touch/controller resume, restarts, gate awarding, credits and saved progress. - Attach build-specific screenshots/logs and tested hardware notes to checkpoint issue #31 and Android QA issue #13.
Original LateBrake source is BSD-3-Clause; Unreal Engine binaries and Epic assets have separate Epic licensing.
This pre-release contains source only; no playable game assets.