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  • Book Overview & Buying Game Development Patterns with Unreal Engine 5
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Game Development Patterns with Unreal Engine 5

Game Development Patterns with Unreal Engine 5

By : Stuart Butler, Tom Oliver
4.2 (21)
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Game Development Patterns with Unreal Engine 5

Game Development Patterns with Unreal Engine 5

4.2 (21)
By: Stuart Butler, Tom Oliver

Overview of this book

Design patterns serve as a toolkit of techniques and practices that enable you to write code that’s not only faster, but also more manageable. With this book, you’ll explore a range of design patterns and learn how to apply them to projects developed in Unreal Engine 5. You’ll begin by delving into the foundational principles of coding and develop a solid understanding of the concepts, challenges, and benefits of using patterns in your code. As you progress, you’ll identify patterns that are woven into the core of Unreal Engine 5 such as Double Buffer, Flyweight, and Spatial Partitioning, followed by some of the existing tool sets that embody patterns in their design and usage including Component, Behavior Tree, and Update. In the next section of the book, you’ll start developing a series of gameplay use cases in C++ to implement a variety of design patterns such as Interface and Event-based Observers to build a decoupled communications hierarchy. You’ll also work with Singleton, Command, and State, along with Behavioral Patterns, Template, Subclass Sandbox, and Type Object. The final section focuses on using design patterns for optimization, covering Dirty Flag, Data Locality, and Object Pooling. By the end, you’ll be proficient in designing systems with the perfect C++/Blueprint blend for maintainable and scalable systems.
Table of Contents (16 chapters)
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1
Part 1:Learning from Unreal Engine 5
6
Part 2: Anonymous Modular Design
10
Part 3: Building on Top of Unreal

Type object pattern

If you need a fast way of creating many variants of something in your game as a form of expanding the content available to players, then the type object pattern is for you. Type object takes the ideas of implicit and explicit data we covered as part of the flyweight pattern back in Chapter 3 and expands it into the world of gameplay. The principle is the same: we separate out all data that is common across all instances of a type, but instead of just linking to it from everywhere, we mix it up and produce lots of variations of this data. The result is a connected web of objects that all have the same functionality but vary in which set of implicit data they use.

Figure 9.15: Diagram from Chapter 3 where we discussed the Flyweight pattern

Figure 9.15: Diagram from Chapter 3 where we discussed the Flyweight pattern

Figure 9.15 shows the Flyweight pattern saving space by storing implicit data about the idea of a tree in one place in memory.

Figure 9.16: Diagram showing the expansion of the Flyweight pattern provided by the type object pattern

Figure 9.16: Diagram showing the expansion of...

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Game Development Patterns with Unreal Engine 5
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