Race Beyond Limits. An original, community-developed racing game built with Unreal Engine 5.8 and C++20.
Latest published: v0.5.95 — EXPERIMENTAL SOURCE-ONLY PRE-RELEASE, NOT A PLAYABLE GAME. Immutable source commit
45e62e2f9009741bf947019105708abe64f89c3ffreezes unmerged draft track visuals PR #313. Since v0.5.94, the Unreal 5.8 source adds 8 physical-asphalt-aligned 3D road-edge lines, 48 braking rubber details, a project-owned PBR material authoring script and SHA256-pinned material/Win64 candidate source checks. The independent publisher run passed 171/171 strict C++20 tests on each of Windows, Ubuntu and macOS, 621 Python source tests, PowerShell safety fixtures and documentation checks. There are zero executable assets: no actual UE5.8/UHT compilation, genuine cooked material/map, playable 3D Windows installer or Android package. Source archives are not installers. Publishing did not merge draft PR #313; older draft physics PR #295 remains separate. v0.5.95 source release notes.
v0.5.87 six-car 3D body-kit source work (preserved in v0.5.88): the real Unreal car pawn now contains a per-car front splitter, two side skirts, rear diffuser, optional hood scoop and optional rear fins, all non-colliding, alongside the six existing garage silhouettes. The desktop garage catalogue identifies the STREET/SPRINT/GT/TRACK/TOURING/APEX trim. These are engine primitives only, not licensed sports car meshes, measured visuals or a verified UE build. Body-kit QA.
v0.5.84 off-pavement traction (source-only candidate): the real player and rival rigid-body pawns now classify their measured XY chassis position against the authored circuit pavement. After 0.15 seconds of sustained off-road readings they reduce existing motor, active nitro/drafting additions and lateral grip damping; 0.20 seconds of proven road re-entry restores normal force. Invalid samples, pauses and recovery clear this transient state. A spacious desktop HUD displays the confirmed effect, while compact controls and official race scoring stay unchanged. This is not a verified Unreal Engine 5.8 physics or playable build. Road-surface QA.
v0.5.82 source-only milestone: race-local arcade tire condition, rechargeable human nitro, measured real-rival slipstream and shared 40% boost cap. v0.5.82 notes.
v0.5.76 published source feature: the prototype forward 0–5 km/h launch estimate samples real player chassis motion against the authoritative post-GO race clock. It is optional run-local HUD/Results feedback, not human reaction time and never an award, save, record or claimed playable build. Launch QA and limitations.
v0.5.77 source feature — launch interpolation: launch telemetry now estimates the 5 km/h crossing between consecutive, valid short-interval chassis speed samples, and conservatively refuses interpolation across a pause, malformed sample or physics hitch. It remains an optional, run-local observation only; testing limitations.
v0.5.75 published source feature: a genuine start-light countdown with shared player/rival/clock/checkpoint authorization, fractional start-frame accounting and pause-safe 3 / 2 / 1 / GO display. Source tests validate the race policy; real licensed Unreal, cooked map and installed Windows/Android playtests are outstanding. Race-start QA.
For your own Windows testing: a new private Win64 build guide and Build-Windows-Playtest.cmd run the real Unreal Engine 5.8 Editor/UHT + map cook/packaging pipeline on an authorized Windows machine. No downloadable EXE is currently verified; this produces an unverified local candidate only, not a published playable release.
Private Win64 QA evidence (included in v0.5.77 source preview): after an actual Unreal-built Windows playtest, scripts/Review-WindowsPlaytest.py can create and evaluate an offline, hash-linked hands-on checklist. It never launches a game or calls self-reported observations a verified playable build. Personal Win64 QA guide.
v0.5.80 published source-only chassis slip angle telemetry: the actual rigid-body player car now observes its signed direction of travel relative to its nose, with a live expanded-desktop readout and session peaks in Results. It is not tire slip, a force/traction assist, a race score or a verified device feature. Chassis slip QA.
v0.5.77 source feature — chassis G meter: the real player pawn samples world-space velocity changes for approximate forward/lateral G, braking and cornering peaks. It is optional on desktop HUD and Results, and never affects car physics, scores or awards. Engine and installed-device results remain unverified. G-force QA and limitations.
v0.5.78 source visual gameplay: procedural front steering, forward/reverse wheel roll and collision-free rotating spokes now follow actual Chaos chassis motion on the prototype car; race scoring and vehicle physics are unchanged. Visual wheel QA and limitations. This is source-only until genuine UE 5.8/installed game verification.
v0.5.79 source-only rear visual signals: two red rear brake lamps brighten from real effective brake input, and one white reverse lamp responds only to measured backward vehicle motion. Pure C++20 safety policies and Unreal pawn attachments are in development; no real installed device rendering has been qualified. Signal-light QA.
v0.5.79 source-only run-local best-lap ghost: after a truly completed penalty-free timed lap, the game samples player transforms and replays the fastest valid lap of this attempt as a small non-colliding 3D beacon. Fixed-memory source policy rejects teleports, missing physics, race pauses and malformed samples. This is not an official time, saved ghost, third-party service or verified Unreal build. Ghost replay QA.
Next-cycle optional ghost visibility: press G (keyboard) or the left gamepad face button during a qualified race to hide/show the observational best-lap beacon without deleting the best trace or changing brakes, steering, timing, records or saved progress. Disabled by paused/menu/focus-owned input. A source-level Android GHOST ON/OFF pad has also been merged; actual Android rendering and multi-touch remain unverified. Ghost QA.
Next-cycle Android ghost control (source development): a dedicated on-screen GHOST ON/OFF pad below RECOVER uses the same rectangle for HUD display and fresh-press touch admission, without stealing GAS, BRAKE, steering, CAM or menu actions. Only an eligible, green-light active race may toggle the visual beacon; recorded best laps and competitive state remain unchanged. Real Android rendering and input QA is pending. Ghost QA.
Next-cycle candidate — ghost separation feedback: the expanded desktop HUD optionally shows bounded 3D distance between the physical car and the same-lap-time recorded ghost pose (meters or feet). It is neither a signed lead/lag nor a scoring/record input, and vanishes if the beacon is hidden, the race pauses or the pose is invalid. This source-only feature still needs an actual UE 5.8 and installed game test. Ghost QA.
Documentation website: Latebrake project guide — project overview, gameplay systems, build setup, verified-vs-unverified status, roadmap and contribution documentation. The website is documentation only, not a browser-playable game.
Next-cycle rival following (source candidate): same-lane player-aware AI now adds real-world-velocity estimated time-to-contact braking (without mistaking sideways slip for forward closure) and a 0.18s brake hold to reduce high-speed approach chatter. This remains a prototype with no overtakes or official rival placement and has not been exercised in real Chaos/installed Win64 or Android. Rival traffic QA.
v0.5.78 source rival AI: the prototype opponent now senses the real player car directly ahead in its lane and can gently reduce throttle or request normal braking when closing too quickly. It does not swerve or create official rival results, and requires real Unreal/installed-device QA. Rival traffic QA.
v0.5.81 published source-only braking-distance advisory: the optional desktop HUD now estimates a current-rate in-game stopping distance only after three consecutive plausible deceleration samples from the real chassis, not a commanded brake input. Reverse/slide, invalid physics, pauses, restart and recovery clear it. It never changes handling or race awards and has no installed-device accuracy claim. Braking-distance QA.
v0.5.82 published source-only rechargeable nitro burst: hold B or the left gamepad thumbstick click during valid human forward driving for bounded extra acceleration and a smoothly changing speed cap. A run-local charge/heat/cooldown meter and a compact-friendly desktop status prevent infinite boost; AI, brakes, reverse, pause and interrupted input cannot grant boost. This is an arcade physics feature requiring real UE 5.8 and installed gameplay validation, not a playable release. Nitro QA.
v0.5.81 published source-only prototype handbrake: hold Left Shift or click the right gamepad stick to request limited motor drive and reduced lateral chassis resistance for experimental controlled slides; release, pause, recovery, restart or focus loss clear it. Ordinary BRAKE and touch pads remain unchanged. No real UE/device driving has been qualified. Handbrake QA.
Next-cycle rival grip-aware corner pace (source candidate): the real AI rival now scales corner-entry throttle and braking against its own sampled race-local tire grip, actual lateral chassis slip and route steering demand; it cannot invent faster acceleration, modify course steering or override existing player-aware collision caution. Strict C++20 and source-binding tests accompany a real Unreal 5.8 playtest checklist. This is source-only and not a verified playable rival. Grip-paced AI QA.
v0.5.82 published source-only shared acceleration budget: qualified nitro and physical-rival drafting are complementary but not unlimited: a compiled source policy caps their combined additive motor-force bonus at 40%, prioritizing finite-energy nitro and showing only the actual allocated drafting share in the expanded HUD. Source tests, not installed vehicle QA, verify this bound. Drafting QA.
v0.5.82 published source-only real-rival slipstream: a local human driver can earn at most 6% extra additive motor force after 0.18 seconds of sustained, physically verified position behind the actually moving and correctly aligned rival. Oncoming, off-lane, distant, stationary, malformed or missing rivals cannot grant boosts; pause/focus/recover clear the confirmation window. No race times, rewards, credits or saves change. Source-only and unverified in UE 5.8; drafting QA.
v0.5.82 published source-only arcade tire condition: the genuine player and rival chassis now accumulate bounded run-local estimated tire wear and temperature from measured lateral slip and brake usage, gently reducing the existing lateral grip response rather than inventing a real wheel/tire compound model. Pauses/hitches freeze wear, recoveries retain it, and race restarts reset both drivers. Expanded desktop HUD adds advisory grip/wear; source tests pass only as they run, and real UE 5.8/installed-device QA remains required. Tire condition QA.
v0.5.81 published source-only speed-reactive camera: the real human player camera now softly widens its selected preset FOV (up to 6 degrees) using validated positive chassis forward speed. Reverse, pause, focus loss, held rear view and malformed physics reset the visual effect; it never changes car handling or racing rules. Real UE/device framing remains unverified. Speed-reactive camera QA.
v0.5.80 published source-only held rear-view camera: while racing on Windows, hold V or the gamepad left shoulder to look behind; release restores the selected front-facing camera preset. Pause, focus loss, recovery and restart clear the held view. It changes camera orientation only, not steering or race results. Look-back QA. Real UE and installed device verification remains outstanding.
v0.5.72 published source preview: four deterministic camera presets (Chase, Close Chase, Hood, High Chase) replace the old near/far toggle, with the existing keyboard/gamepad C binding and a press-only Android CAM button using the safe reserved menu-browse rectangle. The strict portable camera/input policies have regression tests; engine camera framing and phone touch QA remain outstanding. See camera QA.
v0.5.73 published source feature: an optional, run-local arcade drift-combo meter reads the measured chassis speed and lateral motion and presents provisional points in the desktop HUD and genuine finish Results. It never grants credits, affects race timing, changes vehicle forces or modifies saved records. Its invalid-frame, pause, recovery, reset and no-phantom-score behavior is covered by C++20 and Unreal-source regression tests. Real UE 5.8 rendering/physics QA remains necessary; see drift combo QA.
Unreleased HUD source development: The expanded desktop Unreal instrument panel now includes a read-only GATES credited / total bar, updated only from accepted authoritative race checkpoint/lap counters. The new portable safety tests and source bindings do not constitute Unreal rendering or Windows installation QA. Gate gauge QA.
Unreleased Garage UX source development: the actual Unreal garage now previews next-tier upgrade costs and signed versus-equipped tuning differences for all six fictional cars. This is presentation only: no unlocking from comparison rows, altered credits, save-schema migration or verified Unreal rendering. Garage comparison QA.
New Unreal source candidate — matched-gate rival splits: desktop race telemetry compares the physically accepted forward crossing timestamp of the player and local prototype rival at the SAME lap/gate using one post-GO clock. It neither ranks cars nor awards results, and remains unverified in a real Unreal Engine 5.8 build or packaged Windows game. Matched-gate QA.
New source-only Quick Race option: use existing BROWSE/N (keyboard, gamepad or mobile menu) while on the Quick Race page to select ROOKIE, STANDARD or EXPERT for the next local AI rival race. The menu selection never changes a currently running race, and career always stays at the previous STANDARD AI behavior. The current prototype physical AI remains unverified on a licensed Unreal 5.8 gameplay workstation. Difficulty QA.
New source-only Quick Race mode: the existing BROWSE/N / gamepad / mobile menu now cycles three full-circuit AI levels and the existing one-lap SOLO TIME ATTACK event. Selecting the solo option actually switches the normal event/race-clock/rival lifecycle rather than merely changing a visual menu label. Career, saved records and official race qualifications are preserved. QA and limitations.
- Unreal Engine 5.8 game/editor targets and a C++20 runtime module.
- A physics-simulated, keyboard/gamepad controlled starter car assembled from engine-built-in shapes.
- Arcade and simulation-inspired force/grip presets, braking, camera switching, recovery, pause and experimental two-finger touch regions.
- A generated four-checkpoint circuit with consistent player/rival/AI course geometry, lane stripes, curbs, simple grandstands, course overview map (desktop), three-lap ordered race rules, HUD, race restart and finish state.
- Locally saved race best times (separate circuit and time attack), fastest lap, earned offline credits and completion counter.
- Two racing event definitions, experimental one-car circuit AI and reward rules.
- v0.2.1 improvements: AI approximate route-lap tracking, recovery after sustained stalls, anticipatory waypoint braking, live AI diagnostic telemetry and shared input steering smoothing.
- v0.3.0: three fictional garage tuning profiles, offline unlocks and upgrades with SaveGame persistence, shortcuts, and prototype cabin silhouettes.
- v0.3.1: safer corrupt-save handling, centralized purchase lookup, upgrade-price previews, visible transaction feedback, compact HUD layout and bounded racing record counters.
- v0.3.2: invalid input and physics-value guards, smoother throttle, pause/recovery input clearing, cached garage tuning updates, and a HUD warning for failed saves.
- v0.4.1: source-only Android touch HUD with visible steering, gas, brake, pause, restart and recovery pads.
- v0.5.0: offline career/championship and challenge rules, versioned career progression saves, prototype menu/navigation, and extended portable tests.
- Portable, engine-independent lap/checkpoint rules with C++20 CMake tests on Linux, Windows and macOS CI.
- v0.5.32 (published source-only pre-release): expanded HUD shows live current-lap best-sector potential against the achieved best lap, backed by strict C++20 tests; this estimate cannot award records.
- v0.5.46 (published source-only pre-release): require accepted/observed Unreal recovery pose before committing five-second fee, with checkpoint teleport generation reset and portable production C++ regression tests; no installed game.
- v0.5.45 (published source-only pre-release): portable production mass/angular Chaos readiness policy with blocked player and rival physics, clock/checkpoint guards and finite HUD speeds; tests do not compile Unreal or package games.
- v0.5.44 (published source-only pre-release): require matching SHA256 of exact installed UE 5.8 build metadata in compile/cook workflow, schema-2 manifest and Win64/Android pair acceptance; synthetic QA only, no real packages.
- v0.5.43 (published source-only pre-release): latch keyboard/gamepad/touch PAUSE before fallible Unreal world pause, block competitive timing, gate awards, rivals, recovery and player driving when engine pausing fails; portable source QA only.
- v0.5.42 (published source-only pre-release): block player thrust/steering and clear chassis momentum whenever the authoritative race is paused, in a menu, finished or unsafe to drive; run 64-state portable readiness tests. Real Unreal engine/device behavior is still unverified.
- v0.5.41 (published source-only pre-release): strengthen authentic Unreal Editor map receipt with UE 5.8 version preflight and SHA256 byte identity, backed by synthetic same-size tampering regressions. Source QA is not actual editor/game qualification.
- v0.5.40 (published source-only pre-release): award integrity now requires a valid active-clock advance on every completed lap. Zero-duration or penalty-only laps are not eligible for credits, medals, records or a final results card. Real engine/device qualification remains outstanding.
- v0.5.39 (published source-only pre-release): on OS focus loss, neutralize vehicle linear/angular momentum and held input if Unreal cannot pause; while suspended, only a new PAUSE touch may explicitly resume racing. This is source-verified, not installed-device qualified.
- v0.5.38 (published source-only pre-release): any new app focus-loss suspension advances the checkpoint epoch even if the OS already paused Unreal, preventing a pre-loss position sample from counting as a post-resume crossing. Portable and source binding tests do not replace real device QA.
- v0.5.35 (published source-only pre-release): app focus-loss suspension blocks ghost race time, checkpoint credit, paid recovery and rival route advancement until explicit player resume even if engine pausing fails. Real Unreal/device QA remains required.
- v0.5.33 (published source-only pre-release): expanded HUD adds the live time remaining until a measured best sector or the already elapsed over-best time, with strict portable and source-binding tests.
- v0.5.1 source preview: matched-sector split deltas and theoretical lap, transactional career-start selection, charged recovery safeguards, single-fire and viewport-safe Android touch, 93 decorations grouped into seven instanced-mesh batches, and stricter future startup-log checks. All remain unqualified in Unreal; see v0.5.1 source release notes.
The starter vehicle uses Chaos rigid-body physics. It does not yet implement Chaos Vehicles' tire/suspension drivetrain; that upgrade requires an authored skeletal vehicle rig and physics assets. The procedural circuit is intentionally temporary. There are no shipping-quality vehicles, audio, traffic, multiplayer, production-quality career menus or verified Android touch interfaces yet.
- Install Unreal Engine 5.8 (licensed and installed separately) and the applicable C++ build toolchain.
- Clone this repository with Git LFS installed:
git lfs install && git clone https://github.com/sanskarIN/latebrake.git. - Check out the development branch if the feature has not yet been merged.
- Right-click
Latebrake.uprojectand generate project files (or open from the Unreal project browser). - Build the
LatebrakeEditortarget with your local toolchain; openLatebrake.uproject, then use Play in Editor.
The game mode is selected via Config/DefaultEngine.ini, which now targets /Game/Maps/LatebrakeCircuit; the project-owned binary .umap still must be generated and saved with an authorized Unreal Editor 5.8 installation. The starter circuit actors are spawned at runtime. Check Build instructions for the actual map, tooling and packaging prerequisites.
| Control | Action |
|---|---|
| W / S | Acceleration / reverse |
| A / D | Steering |
| Space | Brake |
| R | Vehicle recovery |
| T | Restart race |
| C | Camera distance |
| 1 / 2 | Arcade / simulation-inspired handling |
| Esc | Pause or resume |
| 3 / 4 | Circuit Race / Time Attack (restarts current race) |
| Q / E | Unlock next vehicle / select next owned vehicle |
| U / I | Upgrade engine / grip using in-game earned credits |
| Gamepad | Triggers, left stick, face buttons and shoulder button (see input config) |
Experimental Android controls (v0.4.1 source candidate): drag on the lower-left STEER pad; hold the lower-right GAS/BRAKE pads; tap upper-right PAUSE, RESTART, or RECOVER. See the touch-control guide and required Android QA. No Android game build, physical device behavior or accessibility compliance has been verified.
cmake -S Tests/Standalone -B Tests/Standalone/build
cmake --build Tests/Standalone/build --config Release
ctest --test-dir Tests/Standalone/build -C Release --output-on-failureThese tests do not compile the Unreal gameplay classes or certify packaged game builds.
Source/Latebrake/Public/RacingandPrivate/Racing: deterministic rules/checkpoints.Source/Latebrake/.../Vehicles: starter car.Source/Latebrake/.../Game: procedural course and race orchestration.Source/Latebrake/.../UI: racing HUD.Source/Latebrake/.../Progression: save data.Config: maps, rendering, and input.Tests/Standalone: portable C++20 checks, including responsive touch hit-testing (not Unreal touch routing).docs: design, architecture, build instructions, status, and roadmap.
v0.5.2 is a source-only pre-release covering directional 3D checkpoint plane crossing, bounded low-FPS sweeps, short-teleport rejection, safer finished-race records/rewards, career replay rollback and garage fairness, event-specific rival laps and Android input cancellation. Strict portable CI passed; the Unreal Editor/UHT/game build, cookable map, installed driving QA and EXE/APK remain unverified.
An allocation-free checkpoint diagnostic evaluator reports a named reason
when a gate sample is rejected, and a trace diagnostic distinguishes the
first position from a recovery/restart teleport rebase. Gameplay still
uses the existing bool API and the v0.5.2 crossing/teleport rules.
A default-off, non-shipping Unreal console setting can log bounded local
checkpoint events (latebrake.CheckpointDiagnostics 1). Portable C++20
tests exercise all four gates. This is not evidence of
Unreal gameplay, checkpoint instrumentation on device or a playable build.
See gate diagnostic design.
A fixed-memory GateDiagnosticCounters helper aggregates accepted
crossings, teleport rebases, malformed samples and rejected gate reasons
without collecting positions, names or remote telemetry. A non-shipping
Unreal console setting (latebrake.CheckpointDiagnostics 2) is proposed
to emit one bounded per-gate summary roughly every 10 seconds; mode 1
retains v0.5.3's event-only logs, and mode 0 remains silent by default.
Strict portable C++20 tests check classification, bounded time
windows, resets and saturation. An offline checkpoint QA log summarizer
can review a tester-supplied log without contacting any service; its output
never certifies game builds or playability.
Published v0.5.4 is source-only, not Unreal-installed QA or a playable game. See
QA counter design.
A new FinishedRaceInsights policy computes a reliable finished-race
scorecard from the actual RaceProgress clock and sector splits:
best and last recorded lap, a bounded allocation-free history of the most
recent eight positive timed laps, a final-vs-previous-lap signed delta,
a within-run theoretical best-sectors lap,
the gap between achieved fastest lap and that theoretical lap, and
fastest-to-slowest spread when at least two positively timed laps
exist. Instant zero-duration laps are not counted as timed evidence;
unrecordable clocks cannot generate a scorecard. The results menu and
non-compact finished HUD show these summaries, without changing career
credits, medals or checkpoint scoring. Strict C++20 regression tests
are in Tests/Standalone/FinishedRaceInsightsTests.cpp.
Published source-only pre-release; not a playable game. Real Unreal 5.8 gameplay, HUD readability on screen and packaged Win64/Android behavior remain unverified. Finish insights design.
The original nine collision-bearing blocks (ground, four roads and four
barriers) are now defined in a shared C++20 collision plan instead of
nine Unreal-only hard-coded spawns. A new allocation-free
CircuitStartupAudit requires all nine successful block spawns, four
unique correctly indexed checkpoint actors, and seven groups / 93
scenery instances before the GameMode can emit
LATEBRAKE_STARTUP_READY or accept a race checkpoint. The runtime
checker also requires an exact LATEBRAKE_GEOMETRY_READY collision=9/9
marker in the correct order; synthetic log fixtures cannot qualify a
real playable build.
The portable collision-plan/startup-audit C++ tests and PowerShell packaging-policy fixtures run on CI. The Unreal 5.8 C++ compilation, actual actor collisions and installed Win64/Android gameplay have not been verified. Detailed audit and acceptance guide.
The next C++ iteration strengthens the v0.5.6 course acceptance contract:
a spawned track Actor only counts if its actual Unreal StaticMesh
component is present, points to the expected built-in Cube, retains
QueryAndPhysics collision and has its requested scale applied.
A new engine-independent CollisionBlockSetup.h classifies failures;
SpawnBlock destroys rejected actors instead of falsely counting them
as collision geometry. A second C++20 preflight,
CircuitSpawnSafety.h, checks the original player/rival start and
recovery positions for finite coordinates, paved-surface placement and
clearance from perimeter barriers before allowing course readiness.
These changes have not been compiled or driven inside a licensed Unreal Engine installation. Portable CI verifies numeric policies and PowerShell synthetic log rejection only. The development QA guide lists actual on-device requirements.
A new CollisionResponsePolicy.h defines which Unreal collision
channels the prototype circuit must actually block: player pawns,
physics bodies and other dynamic world objects. The GameMode now reads
the real UStaticMeshComponent responses to ECC_Pawn,
ECC_PhysicsBody and ECC_WorldDynamic after applying BlockAll.
If any response is Ignore/Overlap rather than Block, it reports
LATEBRAKE_COLLISION_SETUP_FAILED, destroys the incomplete Actor,
and refuses to count the track as ready. This prevents a misleading
startup success if the mode is QueryAndPhysics but one of its
critical channels does not block.
The standalone CollisionResponsePolicyTests.cpp checks every
failure class with strict C++20. These are source-only tests:
real physical collision, licensed Unreal 5.8 Editor/UHT compilation,
the cookable map, and installed Windows/Android gameplay remain
unverified. See collision response QA.
A new RaceClockReadiness.h runs the real portable
RaceProgress race clock only when the whole circuit has been
certified as source-created and the world is unpaused. Invalid frame
durations and races already finished cannot advance the timer. Unlike
the previous unconditional tick, a failed ground, barrier, collision
response, checkpoint Actor or safe spawn check can no longer produce
a misleading race clock. The prototype Results/normal HUD and
menu explicitly show TRACK NOT READY if circuit startup failed.
Tests/Standalone/RaceClockReadinessTests.cpp links the original
RaceProgress.cpp and checks unready/paused/invalid/finished
timing, pause-resume, a real gate finish and restart. This remains
source-only development: Unreal Engine 5.8 UHT/game compilation,
actual map cooking and installed Win64/Android gameplay are unverified.
QA acceptance guide.
A new portable PlayerRaceClockReadiness.h prevents ghost lap time
from accumulating on an otherwise-ready circuit when there is no
valid local player car. The Unreal GameMode and prototype HUD now share
the same player-readiness check and show PLAYER CAR NOT READY
when the course exists but the driver pawn is missing.
Strict tests link the genuine portable RaceProgress.cpp source and
cover pawn loss/return, blocked startup, pause, finish and restart.
No Unreal 5.8 UHT/editor compilation, gameplay or executable is
claimed.
A new engine-neutral CheckpointSessionTrace.h discards motion
samples collected before a menu pause. Both menu and Escape/gamepad pausing and resuming
advance a GameMode session revision, so the next checkpoint observation
establishes a baseline rather than crediting a crossing that spans
the interruption. The existing teleport generation protection remains.
GameMode also rejects gate awards if there is no local player or if
a menu is still open. See session QA
and Tests/Standalone/CheckpointSessionTraceTests.cpp.
This is source-only development, not a playable game or a verified UE 5.8 build.
The real-engine candidate pipeline now refuses symlinks and Windows junctions at archive-root and nested-directory levels before signing off on SHA256 file-list integrity. This closes a gap where a manifest path through a linked folder could point outside the intended package. The writer also rejects dirty tracked source and empty packaged files. Disposable negative fixtures run in CI; passing them is not evidence that Unreal has built a working game. See build and archive QA.
The platform release verifier now rejects installed-game QA whose
candidate_manifest_sha256 does not match the SHA256 of the exact
manifest produced for that candidate. This matters because the same
source commit can produce different cooked packages; the old source
SHA check alone could not identify the specific game humans tested.
Both Win64/Android evidence templates are updated. A successful
source-policy fixture is not proof of compiled Unreal gameplay.
See real-game build/QA instructions.
After a genuine Unreal packaging command, the pipeline now runs
scripts/Test-UATPackageStructure.ps1 before writing a candidate
manifest. It checks the Win64 executable header and cooked files,
or the Android APK ZIP/manifest/compiled-code structure, rejecting
obviously incomplete archives. Tests use invalid disposable files:
no Unreal build, Windows executable or Android game is certified.
See executable build pipeline.
Source-only pre-releases have been published from v0.1.0 up to v0.5.22 (not every intermediate development milestone received a tag); browse the GitHub release history. These are not verified executable game releases. v0.4.0 expands the starter circuit visuals and adds deterministic course layout and mapping utilities; see v0.4.0 release notes and release history. A verified playable release still requires genuine Unreal builds and hardware tests. See candidate release notes, local packaging helper, and release evidence example. See the v0.4.1 source release notes, current status, roadmap, and changelog. No playable game artifacts have been fabricated.
The repository's original game code and documentation are BSD-3-Clause (see LICENSE). Unreal Engine itself remains subject to Epic's separate terms. Engine binaries/source and restricted marketplace assets are not bundled. Read third-party notices and asset licenses.
See CONTRIBUTING.md, CODE_OF_CONDUCT.md and SECURITY.md.
- GitHub: https://github.com/sanskarIN
- Business Gmail: sanskarprogrammer@gmail.com
- Business Outlook: sanskarcodes@outlook.com
Latebrake is free to develop and contribute to. Support is optional and confers no gameplay or racing advantage.
- Buy Me a Coffee: https://buymeacoffee.com/sanskarIN
- Razorpay: https://razorpay.me/@SanskarCodes
- PayPal.me: https://paypal.me/SanskarCodes
Platform distribution policies must be reviewed before showing external payment links inside any released app.
The source now defines two three-round championship series, six standalone challenges, permanent best medals (bronze/silver/gold), prerequisite unlocks, once-only completion credits, and a versioned career SaveGame extension. All objectives reuse the existing single prototype circuit. These additions are covered by engine-independent C++20 regression tests, not verified Unreal gameplay tests.
- N / M: browse and start unlocked career events.
- Tab / PageDown / PageUp / Enter: toggle, navigate and activate the ten-page asset-free development menu.
- Gamepad: D-pad and face/menu buttons are mapped in
Config/DefaultInput.ini. - Android experimental source: visible touch-driven menu controls plus app background/foreground input-clearing hooks; no device qualification yet.
- See career, championships, challenges, save migration and the v0.5.0 release candidate notes.
Mobile held steering/pedal inputs are now cleared when the viewport resizes or temporarily becomes unavailable. Tracking the physical fingers independently prevents held touches from being replayed as new race actions; the player must lift and press again. Portable tests cover viewport changes, but actual Android device and UE 5.8 integration remain unverified. See touch control qualification.
The source now groups 93 non-colliding decorative cubes into seven instanced-mesh batches under one scenery actor, preserving the original one-circuit layout while reducing its cosmetic actor count. Portable tests verify group membership and transforms; no actual Unreal 5.8 compile, graphics output, draw-call measurement or mobile FPS claim has been verified. See track and scenery QA.
- Career event selection and its required owned vehicle are now saved before the new race starts. If the profile write fails, the previous active race is preserved and the staged selection rolls back.
- Recovering the car requires successfully charging the full five-second race-clock penalty and updating the recovery count; failed charges cannot authorize a free teleport.
- New C++20 model regression coverage tests both behaviors, but actual Unreal Engine 5.8 integration, save-slot failure handling and on-device driving remain unverified.
A reproducible Windows-hosted Unreal Engine 5.8 candidate pipeline is
being prepared. It compiles the Unreal Editor target, creates an actual
project-owned level via Unreal Editor, packages Win64 or Android through UAT,
then requires independently recorded installed-playtest evidence before
uploading real packages. The default game/cook map is now
/Game/Maps/LatebrakeCircuit; it is not included until an authorized
Unreal Editor generates and saves the binary map. Editor scripting
dependencies are editor-target-only, not part of the racing runtime.
No verified executable files have been produced or uploaded from this source revision. A licensed Unreal installation and target hardware are still mandatory. See the step-by-step executable build pipeline. The v0.5.0 source-only pre-release remains immutable. The v0.5.1 source-only pre-release adds touch hardening and the development features above without attaching a playable game; Android hardware verification is still pending.