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LateBrake v0.5.8 — Collision Channel Response Safety

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-generated source ZIP/tar.gz archives contain C++ game source, not installers.

Improvements since v0.5.7

  • Three critical collision-channel guards: New engine-independent C++20 CollisionResponsePolicy.h requires the ground, road and barrier mesh response for ECC_Pawn, ECC_PhysicsBody and ECC_WorldDynamic to be Block, not Ignore/Overlap. It emits a deterministic classification of the first failed response.
  • Engine-facing real component inspection: In LatebrakeRaceGameMode.cpp, the original source-created nine collision-bearing track Actors are now checked after BlockAll and QueryAndPhysics configuration. A response mismatch logs LATEBRAKE_COLLISION_SETUP_FAILED, destroys the improperly configured Actor and fails the course startup audit, stopping unsupported race checkpoint progress.
  • C++ regression coverage: New strict standalone CollisionResponsePolicyTests.cpp covers complete blocking, each missing channel independently, several simultaneous failures, default-unsafe behavior and named diagnosis, while the previously tested collision-layout, spawn-safety, and startup audit regressions continue.
  • Explicit UE includes and documentation: The GameMode includes the owned EngineTypes collision enums and static mesh component header; README, changelog, engineering status, building/testing guide, portable test guide and roadmap specify the new requirements and remaining engine QA.

Release verification and what it does not prove

Publishing is gated on strict C++20 CMake/CTest on Windows, Ubuntu and macOS, with explicit builds of latebrake_CollisionResponsePolicy_tests, latebrake_CollisionBlockSetup_tests and latebrake_CircuitStartupAudit_tests. PowerShell packaging-negative and script-syntax checks and Python Unreal editor automation stubs are separate mandatory steps. The source-only workflow tags only the exact tested main SHA and will not move an existing tag or attach executable assets.

No licensed Unreal Engine 5.8 Editor/UHT or game C++ target has been compiled here. Actual UStaticMeshComponent behavior, physics response against a vehicle, authentic saved/cooked /Game/Maps/LatebrakeCircuit, playable packaged Win64 EXE/Android APK, frame-rate behavior and installed hardware driving are unverified. A standalone boolean test and synthetic log text do not constitute game or device proof.

Real-game qualification to complete before claiming playability

  1. Compile authorized Unreal Engine 5.8 LatebrakeEditor and game targets, author and cook a real circuit map.
  2. Inspect ground, asphalt and barriers in Unreal PIE and a cooked build for actual Pawn/PhysicsBody/WorldDynamic Block responses; physically test all nine blocks.
  3. Drive genuine Win64 and Android builds using gamepad, keyboard and touch; verify four gate order, recovery, AI, HUD, saves and robust vehicle-wall/road contact at 30/60 FPS.
  4. Record exact source SHA, compiler/toolchain, platform package hashes, real engine logs, device details and failing observations in checkpoint acceptance #31 and Android qualification #13.
  5. Do not label source archives as game executables or close engine/device QA issues before those genuine observations.

LateBrake's own source remains BSD-3-Clause; Epic Unreal Engine software/assets have separate applicable licensing. There are no playable binary attachments in this source-only preview.