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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

Summary

In this chapter, we have discussed a number of existing patterns that are present in Unreal Engine, focusing on double buffer, flyweight, and spatial partitioning.

We have taken a look at some of these systems, including exploring editor examples of spatial partitioning using the World Partition system, experimenting with different variables to control when objects are loaded and unloaded, and testing an actor with a World Partition streaming source component.

In the next chapter, we are going to explore some pre-made patterns in Unreal. We will be looking at creating components using the update method, and creating a simple AI-controlled Real-Time Strategy (RTS) game unit using Unreal’s AI Behavior Trees.

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