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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

A Perfectly Decoupled System

In the previous chapter, we learned about interfaces and event delegates and how they can be used as tools to remove the need for unnecessary object references within our program structures. This was the concept of decoupling.

In this chapter, we will take the concept of decoupling and extrapolate it throughout our system design. We will look at a structure that should provide a robust framework for any system and the standard method for planning it.

In this chapter, we’ll cover the following main topics:

  • Using UML to plan a sample hierarchy
  • Decoupling the reference train

By the end of this chapter, you will be able to architect complex game communication hierarchies in a fully decoupled and modular way. This will allow you to build more maintainable and expandable systems that enable development team cohesion.

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