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.hrequires the ground, road and barrier mesh response forECC_Pawn,ECC_PhysicsBodyandECC_WorldDynamicto 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 afterBlockAllandQueryAndPhysicsconfiguration. A response mismatch logsLATEBRAKE_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.cppcovers 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
EngineTypescollision 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¶
- Compile authorized Unreal Engine 5.8
LatebrakeEditorand game targets, author and cook a real circuit map. - Inspect ground, asphalt and barriers in Unreal PIE and a cooked build for actual Pawn/PhysicsBody/WorldDynamic Block responses; physically test all nine blocks.
- 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.
- 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.
- 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.