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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

Premade Patterns in UE5 – Component, Update Method, and Behavior Tree

This chapter will focus on the three main patterns widely used in game development that Unreal Engine 5 offers robust support and tools for, including pre-built implementations and editors – namely the component, update method, and behavior tree patterns. We will discuss the theory of why they exist and explore how you can implement them with guided exercises in our custom framework.

Understanding the tools at your disposal will improve your development speed, saving you from reinventing the proverbial wheel. Even if these are tools you are familiar with in Blueprint, some insight into the C++ workings will hopefully improve your effectiveness wherever you use them.

In this chapter, we’ll be covering the following topics:

  • Understanding and creating components
  • Applying the update method for prototyping gameplay
  • Working with behavior trees
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Game Development Patterns with Unreal Engine 5
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