LateBrake v0.5.7 — Collision Actor Verification & Safe Spawns¶
SOURCE-ONLY GitHub pre-release. This is NOT a playable game build. No compiled Win64 EXE, Android APK/AAB or Linux executable is included. GitHub source ZIP/tar.gz archives are original development source, not installers.
What's new since v0.5.6¶
- Verified configuration of source-created collision Actors: The new portable C++20
CollisionBlockSetup.hdistinguishes invalid original plan, missing Actor or StaticMeshComponent, wrong engine Cube mesh, missingQueryAndPhysicsblocking collision and incorrect applied scale. UnrealLatebrakeRaceGameMode.cppnow uses those typed outcomes against the real Actor/component properties after configuring the nine original ground, asphalt and wall blocks. - Fail-closed Actor lifecycle: A missing or incompletely configured physics block logs
LATEBRAKE_COLLISION_SETUP_FAILED, is destroyed when spawned but invalid, and contributes zero to the full circuit startup audit. MereSpawnActorsuccess is no longer sufficient forLATEBRAKE_STARTUP_READY. - Safer planned starting positions: New
CircuitSpawnSafety.hchecks all shared player/rival start and recovery positions for finite coordinates, paved-surface membership and conservative clearance from four boundary barriers. If planned positions become invalid in a future course update, the GameMode logsLATEBRAKE_SPAWN_LAYOUT_BLOCKEDand refuses circuit readiness and race scoring. - Regression tests: New strict C++20
CollisionBlockSetupTests.cppandCircuitSpawnSafetyTests.cpptest the positive plan, missing Actor/component/mesh, ignored collision, wrong transforms, invalid coordinates, all four perimeter boundaries, drivable road centers and recovery locations. The previous v0.5.6 collision-plan and startup-audit tests continue. - Offline log-policy hardening:
Verify-RuntimeStartupLog.ps1rejects the two additional failure markers even when other log counters look complete.Test-PackagingPolicy.ps1adds clearly marked synthetic negative fixtures. These fixtures are not actual Unreal build or on-device evidence. - Documentation: Updated the README, changelog, testing/build instructions, milestone roadmap, current engineering status and the C++ collision setup acceptance guide.
Source verification and artifact guarantees¶
The v0.5.7 GitHub workflow requires strict C++20 CMake/CTest on Windows, Ubuntu and macOS, explicitly builds latebrake_CollisionBlockSetup_tests, latebrake_CircuitSpawnSafety_tests and latebrake_CircuitStartupAudit_tests, checks PowerShell syntax and negative packaging policies, and runs editor-script syntax plus synthetic Python stubs. It tags only the exact successfully tested main SHA, refuses to move an existing tag and attaches no unverified executables.
Real engine/device work not verified: licensed Unreal Engine 5.8 UHT/editor/game compilation; authentic project .umap authoring/cooking; Win64/Android package installation; observed ground, road and wall physics; input/gameplay at 30/60 FPS; recovery and AI driver behavior; performance and saved progress. C++ configuration predicates and parsed logs do not prove physical collision or game playability.
Playable-game acceptance still pending¶
- Compile the actual licensed UE 5.8
LatebrakeEditorand game targets and save/cook/Game/Maps/LatebrakeCircuitfrom Unreal Editor. - Build and install authentic Win64 and Android candidates; collect SHA256 archives and source commit/build provenance.
- Inspect all nine source-created static mesh components in PIE and after cook; verify player/rival starts and every recovery remain physically separated from barriers.
- Drive the real game through checkpoints and walls, pause/restart/recover, career/save progress, touch/controller interruptions and framerate hitches on supported devices.
- Record genuine QA evidence in checkpoint issue #31 and Android issue #13. Keep them open until genuine engine/device observations exist.
Original LateBrake source is BSD-3-Clause. Unreal tools/content are licensed separately by Epic. Only the source ZIP/tar.gz archives are available from this pre-release.