Book Image

Game Development Patterns with Unreal Engine 5

By : Stuart Butler, Tom Oliver
4 (3)
Book Image

Game Development Patterns with Unreal Engine 5

4 (3)
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 of this book, you’ll be proficient in designing systems with the perfect C++/Blueprint blend for maintainable and scalable systems.
Table of Contents (16 chapters)
1
Part 1:Learning from Unreal Engine 5
6
Part 2: Anonymous Modular Design
10
Part 3: Building on Top of Unreal

To get the most out of this book

You will need a version of Unreal Engine 5 installed on your computer. All code examples have been tested on Unreal Engine 5.0.3, and they should work with later versions of the Engine. However, this may not be the case if Epic Games makes any major changes to the core engine.

Software/hardware covered in the book

Operating system requirements

Unreal Engine 5

Windows

Visual Studio or JetBrains Rider

Windows

If you are using the digital version of this book, we advise you to type the code yourself or access the code from the book’s GitHub repository (a link is available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.

We’ve included commented versions of the code found within the book as part of the GitHub repository, as opposed to including comments in the code samples, making the code easier to read and follow within the book.