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Game Development Patterns with Unreal Engine 5

You're reading from   Game Development Patterns with Unreal Engine 5 Build maintainable and scalable systems with C++ and Blueprint

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Product type Paperback
Published in Jan 2024
Publisher Packt
ISBN-13 9781803243252
Length 254 pages
Edition 1st Edition
Languages
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Authors (2):
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Stuart Butler Stuart Butler
Author Profile Icon Stuart Butler
Stuart Butler
Tom Oliver Tom Oliver
Author Profile Icon Tom Oliver
Tom Oliver
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Table of Contents (16) Chapters Close

Preface 1. Part 1:Learning from Unreal Engine 5
2. Chapter 1: Understanding Unreal Engine 5 and its Layers FREE CHAPTER 3. Chapter 2: “Hello Patterns” 4. Chapter 3: UE5 Patterns in Action – Double Buffer, Flyweight, and Spatial Partitioning 5. Chapter 4: Premade Patterns in UE5 – Component, Update Method, and Behavior Tree 6. Part 2: Anonymous Modular Design
7. Chapter 5: Forgetting Tick 8. Chapter 6: Clean Communication – Interface and Event Observer Patterns 9. Chapter 7: A Perfectly Decoupled System 10. Part 3: Building on Top of Unreal
11. Chapter 8: Building Design Patterns – Singleton, Command, and State 12. Chapter 9: Structuring Code with Behavioral Patterns – Template, Subclass Sandbox, and Type Object 13. Chapter 10: Optimization through Patterns 14. Index 15. Other Books You May Enjoy

Interfacing communication across classes in UE5

Interfaces are a class that facilitates communication between different classes, without either class being aware of the other’s type. An interface class holds a set of common functions that can be implemented on any class through polymorphism.

To abstract this, let’s think about a ridiculous situation where you have a stack of pages, and you are asked to verify that it is indeed a copy of War and Peace that is just missing the cover. The only way to be truly sure is to compare each word on every page with a verified copy. This is time-consuming and along the lines of what Unreal Engine does when casting a class to another type.

Important note

This isn’t exactly what the engine does. There are efficiencies built in that speed this process up, ensuring that it is not the entire class that is checked, but the point still remains that casting can be needless.

If we dig deeper into this hypothetical, knowing...

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