LateBrake v0.5.45 — Chaos Vehicle Dynamics 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 v0.5.44¶
- VEHICLE DYNAMICS READINESS: A new production C++20 header and implementation,
VehicleDynamicsReadiness.handVehicleDynamicsReadiness.cpp, validate positive finite physics mass and finite X/Y/Z chassis angular velocity. Previously only physics mode, collision, position and linear speed were checked before a vehicle was treated as race-ready. - Authoritative race eligibility: The real Unreal player pawn includes the new dynamics policy in
IsRacePhysicsReady(), which the GameMode already checks for active race clock, paid recovery and ordered checkpoint scoring. An unhealthy chassis is no longer eligible for those activities. - Vehicle physics protection: The pawn checks complete readiness in its actual Unreal Tick before smoothing inputs or adding motor force and steering torque. Blocked bodies have held controls and existing linear/angular motion neutralized.
- Rival AI safety: The autonomous car verifies its own chassis health before updating route/lap approximation instead of relying only on the player's valid body.
- Reliable HUD telemetry: Nonfinite raw linear velocity or computed speed produces a finite 0 km/h reading instead of propagating NaN/Inf to the overlay.
- Source regressions and QA: Strict portable
VehicleDynamicsReadinessTests.cppcompiles the production policy.cpp, links actualRaceProgress.cppand covers zero/negative/nonfinite mass, all three angular axes, frozen timing and healthy resumption. New Unreal-source Python integration contracts check live call sites and ordering. Seedocs/VEHICLE_DYNAMICS_QA.mdfor genuine build/device acceptance.
Verification and limitations¶
Implementation PR #121 passed Windows, macOS, Ubuntu portable C++20, Unreal-source binding tests, PowerShell packaging/engine-metadata policy and documentation verification, and merged as immutable tested commit 14ae339bcb869ce72a5c6a5dc104bc3a9e38eae2.
The separate source-only release workflow pins the tested commit, reruns all three OS suites and specifically executes VehicleDynamicsReadiness, checks packaging/source scripts and confirms that the preceding v0.5.44 is a published asset-free pre-release. It refuses tag replacements or game binaries.
No licensed UE 5.8 Editor/UHT/game compilation was performed here; no genuine authored/cooked circuit .umap, Win64 executable, Android APK/AAB, installed game, real Chaos chassis test or device QA was produced. Unreal's physical body readings, actual collision, driver input, pause, lap timing and HUD behavior still require installed tests.
A finite mass and angular-velocity snapshot is a defensive precondition, not proof of valid road contact, stable Chaos simulation or playable vehicle handling.
Remaining qualification before any stable release¶
- Compile the actual C++ Unreal module including
VehicleDynamicsReadiness.cppwith licensed Unreal Engine 5.8 and capture Editor/UHT/game build logs. - Author and cook the exact project-owned
/Game/Maps/LatebrakeCircuitlevel with editor receipt and source/map/engine fingerprints. - Install and playtest real Windows and Android candidates including acceleration, impact recovery, normal lap timing, checkpoints, AI route, steering, pause/resume, controller and touch safety.
- Perform development-only corrupt-dynamics policy injection without damaging the actual engine object, and verify blocked clocks, checkpoint scoring and force application, then recover valid state.
- Record actual device artifacts, test results and release gate evidence under Android qualification #13.
Original LateBrake source remains BSD-3-Clause; Unreal Engine and Epic assets have their own licensing.
This is an asset-free SOURCE-ONLY preview, NOT a playable game download.