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