Skip to content

LateBrake v0.5.87 — Race Pit Service, Menu Input and Six Car Body Kits

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-created source ZIP/tarball archives are not installers. This pre-release contains zero executable binaries and is NOT evidence of Unreal Engine 5.8/UHT compilation, a cooked map or a tested installed game.

Changes since v0.5.86

UNREAL PIT SERVICE — real chassis-qualified arcade racing source

  • The actual production Unreal car pawn now observes measured body position and planar chassis speed at an inner-south-shoulder pit zone, rather than implementing the gameplay solely in the separate native 2D preview.
  • Hold P or gamepad Y for a valid, continuous 2.5 seconds at no more than 120 cm/s (4.32 km/h) with neutral throttle and no held nitro. A real possessed local driver, physically ready chassis and unpaused post-GO race are mandatory.
  • Each successful stop repairs up to 25 percentage points of bounded race-local collision damage, replaces the synthetic tire wear/temperature state, refills up to 40 percentage points of nitro, and cools the boost policy. A player must physically exit and re-enter the bay before another service; invalid samples, released hold and interruptions reset incomplete progress.
  • A non-colliding marker and a read-only expanded desktop HUD guide pit placement and hold progress. The mandatory existing circuit collision and checkpoint actor count is not changed.
  • Race clock, checkpoint authority, rewards, purchases, garage saves and ownership masks are not affected by the pit. This is not a finished racing pit lane, real tire replacement or real-game tested feature. Unreal pit service QA.
  • Fix a malformed Unreal legacy-input configuration row that concatenated Enter menu activation with the left-mouse mapping; both now have separate valid configuration entries.
  • Add full-row mapping parsing and pawn binding coverage, not just string substring tests; controller face-button menu confirmation is preserved.
  • Controller Y can also trigger pit service in a closed menu without a stray menu action erasing the held racing input. Open-menu confirmation still clears driving controls and uses GameMode authorization. Desktop menu QA.

SIX-CAR BODY KITS — original engine-primitive visual identity

  • All six existing garage IDs have immutable cosmetic 3D recipes: STREET, SPRINT, GT, TRACK, TOURING, APEX.
  • Each Unreal car pawn adds a front splitter, paired side skirts, rear diffuser, optional hood scoop, and optional paired rear fins; dimensions and visibility change with the existing garage vehicle selection.
  • Seven decorative primitives never modify the physically simulated chassis, collision/overlap responses, power curves or saved progress. The non-compact garage menu exposes the current body-kit identity.
  • These are additional geometric details, not artist-created or photorealistic vehicle models, and have not been checked in an installed Unreal package. Body-kit verification.

Experimental Win32 2D preview: separate personal test work

  • The independent native 2D Windows preview gained an offline pit-service mechanic, keyboard/gamepad input, HUD progress, personal QA documentation and Windows synthetic self-test coverage.
  • That preview is not an Unreal Engine build or proof that installed production 3D racing works. Preview binaries produced by Windows CI are unverified temporary artifacts, not assets in this release. Preview-only QA.

Previously published race systems preserved

The v0.5.87 source snapshot also retains the existing ARCADE TIRE, NITRO BOOST, SLIPSTREAM, RIVAL GRIP, OFF-PAVEMENT TRACTION, BRAKE HEAT, IMPACT DAMAGE, ENGINE HEAT, RIVAL HEAT PACE and VERIFIED GATE GAP policies from earlier source pre-releases. These remain source-only arcade approximations and advisory readouts, not proof of real installed Unreal game behavior. The new pit and car visuals do not grant a new race result or bypass the established checkpoint and saved-progression restrictions.

Tested SOURCE qualifications required before publishing

  1. Full standalone C++20 source policy builds and nonempty CTest suites on Windows, Ubuntu, macOS, all at the exact publication commit. Explicitly require passing RacePitService, RacePitVehicleService, VehicleBodyKit, ArcadeCollisionDamage, ArcadeTireCondition, ArcadeNitroBoost, RivalGripPace, RivalGateGap, ArcadeEngineHeat and existing race progression safeguards.
  2. Unreal source-only Python binding tests including UnrealInputMappingIntegrityTests, UnrealPitServiceBindingTests and UnrealVehicleBodyKitBindingTests. They are not Unreal UHT compilation or hardware UI tests.
  3. PowerShell packaging/provenance synthetic rejection fixtures, documentation site rendering and source-status checks.
  4. Reject main-branch drift after qualification; require the previously published v0.5.86 asset-free source pre-release; refuse to change an existing v0.5.87 tag that points to another commit; verify that a published release is a non-draft pre-release with zero game assets. Do not create a stable release or attach EXE/APK/installer files.

Still REQUIRED for a genuine playable LateBrake game

  • Compile Unreal Engine 5.8 with a qualified UHT/Editor/Game toolchain, author and cook the genuine project-owned circuit and package a real Win64 installation candidate with immutable build-source provenance.
  • Playtest race controls, a full three-lap event, actual 3D car visibility, simulated chassis collisions, pit position/time, garage changes, menus, save continuity, real gamepad, focus changes and frame time on Windows.
  • Qualify Android APK/AAB and physical multitouch behavior separately.
  • Do not close playable-release gate #148 or Android hardware gate #13 without genuine installed-game evidence.

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

LateBrake authored source code is BSD-3-Clause; Unreal Engine and separately licensed dependencies remain under their own licenses.