Skip to content

LateBrake v0.5.79 — Run-Local Best-Lap Ghost & Vehicle Signals

SOURCE-ONLY GitHub pre-release. This is NOT a playable game build. No compiled Win64 EXE, Android APK/AAB or installed game is included. GitHub source archives are not installers. This contains zero executable binaries and is not a licensed Unreal Engine cook.

New source since v0.5.78

Faster lap as a visible, run-local reference

  • The real possessed, physics-ready car now feeds a bounded C++20 best-lap pose recorder from the same qualified post-GO race clock already used for authentic circuit checkpoints.
  • Only a genuinely completed ordered-checkpoint lap with verified active clock advancement, finite time and no recovery penalty can replace the in-memory fastest trace. Invalid physics, player swaps, pauses, focus loss, restarts, teleports, sample hitches, malformed data or impossible motion never fabricate a best lap.
  • After a valid lap, a small non-colliding floating reference beacon follows the interpolated best-run driving path on later laps. It is not a transparent full-car ghost, AI racer, official leaderboard result, persistent replay or saved personal-best lap.
  • The source policy stores at most 4,096 keyframes, samples at about 10 Hz, interpolates shortest-angle yaw and rejects wrong/infinite replay times. HUD and Results label this as observational, RUN ONLY.
  • Menu opening, deliberate pause, OS focus interruption, paid recovery, results finish and restart hide the marker immediately even when paused worlds do not Tick. No collision, navigation, rigid-body force or scoring authority comes from this marker.

Vehicle braking and reversing are now visible

  • Two small prototype red rear point lights follow the actual effective brake state rather than a guessed wheel spin.
  • A white rear reverse lamp responds only to measured negative longitudinal chassis velocity, not a held reverse throttle.
  • Lighting rejects invalid physics, pauses and absent car; it is cosmetic only and never alters race clock, AI steering, physics, controller input, driver rankings, scores or saved garage.
  • Lights use short attenuation, no dynamic shadows or extra GI, and are subject to real Win64/Android renderer support and performance validation. They are not emissive lens materials.

Independent source-test qualification

This guarded release publisher does not reuse a prior PR's green status: it independently compiles and runs the entire portable C++20 suite on Windows, Ubuntu and macOS at its own immutable main-branch commit, explicitly including BestLapGhost, VehicleSignalLights, WheelVisualMotion, RivalTrafficAwareness, RaceStartLights and RaceProgress. It runs all Unreal-source Python binding/unit contracts, PowerShell syntax and synthetic candidate-provenance rejection fixtures, and verifies the MkDocs site. These are not real Unreal build tests.

The publisher refuses to publish if main changes during validation, the predecessor v0.5.78 source pre-release has unexpected binaries, or an immutable v0.5.79 tag already points elsewhere. No compiled assets are created or uploaded.

Real game acceptance still required

  • Install and build licensed Unreal Engine 5.8 Editor/Game targets through UHT, create the actual original cookable circuit, and package a true Win64 EXE and Android APK/AAB where supported.
  • Test real 3/2/1/GO, vehicle handling, rival awareness, lap scoring, pause/recover, lights, reference beacon, actual GPU/device rendering, memory/performance and save/restart with physical controllers.
  • Record real UHT/UAT output, package hashes, game logs, footage and verified installed hardware/device observations. Synthetic, portable C++20 and source-contract passes cannot replace this QA.

Ghost replay QA and brake/reverse light QA provide specific hardware validation plans.

SOURCE-ONLY. NOT a playable game build. zero executable binaries. Source archives are not installers.

LateBrake source is BSD-3-Clause. Epic/Unreal components and engine resources remain subject to their respective license terms.