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LateBrake v0.5.46 — Verified Player Recovery Teleport

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 and tar.gz downloads are not installers.

Changes since v0.5.45

  • VERIFIED RECOVERY: The actual Unreal player RECOVER path no longer charges five seconds before blindly moving the pawn. A rejected, partial, nonfinite or misoriented physical teleport does not commit a recovery fee or recovery count.
  • Production C++20 source files: RecoveryTeleportVerification.h and RecoveryTeleportVerification.cpp evaluate Unreal's actual SetActorLocationAndRotation return status, the resulting 3D location (within 5 cm of requested destination) and yaw (within 2°, allowing equivalent wrapped angles). Returns typed reasons for denied or invalid placement.
  • Checked Unreal pawn API: ALatebrakeCarPawn::TryRecoverTo rejects nonfinite target poses, invalidates all checkpoint trace generations before any movement attempt, neutralizes live input/physics, calls ETeleportType::TeleportPhysics and validates the observed transform. Existing Blueprint-facing void RecoverTo remains compatible for restart and rival recovery.
  • All-or-nothing racing transaction: TryChargePlayerRecoveryAfterVerifiedTeleport stages the complete five-second fee against a temporary copy of the fixed-size RaceProgress and recovery count. Only a verified successful move commits elapsed time, penalty audit and recovery telemetry. Circuit readiness, app/manual pause, race-finished status, full-fee numeric precision and counter overflow are still enforced.
  • Regression and qualification: RecoveryTeleportTransactionTests.cpp compiles both production RecoveryTeleportVerification.cpp and actual RaceProgress.cpp on three OS CI; tests rejected/misplaced moves, wrong yaw, NaN/Inf, legitimate success and retry, zero charge on failure, overflow and checkpoint re-baselining. Python Unreal-source contract tests check actual GameMode and pawn wiring. See docs/VERIFIED_RECOVERY_QA.md.

Validation and source-only scope

The substantive production fix is PR #124, merged as immutable tested source commit e16c1067d455151f31597608e8ebe16d6c7bdab4 after all three-platform C++20, Python, PowerShell and documentation checks passed. The independent release publisher checks out this exact source revision and re-runs strict Windows/macOS/Ubuntu suites (including the focused recovery test), Unreal Python stubs and synthetic packaging policies before publishing an asset-free prerelease.

This is source validation, not an Unreal Engine 5.8 build. No UE Editor/UHT compilation, actual SetActorLocationAndRotation failure observed in a running engine, genuine authored/cooked circuit level, compiled Win64 EXE, Android APK/AAB, installed game, Chaos collision QA or hardware touch verification was performed.

Real release prerequisites

  1. Build the full Unreal Engine 5.8 Editor and project/game target on an authorized workstation, including the new production RecoveryTeleportVerification.cpp, and capture genuine UHT compiler results.
  2. Author and cook the actual /Game/Maps/LatebrakeCircuit, retaining the serialized level, source and engine build fingerprints.
  3. Verify normal player RECOVER changes location and heading and charges exactly five seconds/one recovery. In a safe, non-shipping test harness simulate denied/mismatched engine placement, and ensure the fee and player record remain unchanged.
  4. Test restart and rival relocation, checkpoint generation discontinuity, repeated touch PAUSE/RECOVER interaction and installed Android/Windows driving physics.
  5. Attach genuine device/gameplay evidence to Android qualification #13 before any playable/stable release claim.

Original project source remains BSD-3-Clause; Unreal Engine and Epic content remain subject to separate Epic terms.

Source-only prerelease: zero executable game assets.