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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

Working with behavior trees

The last pattern for this chapter is a little specific but no less useful than the others. Behavior trees define decision trees for AI brains to run. These trees define how information stored about the situation the AI thinks it is in will affect the actions it takes. Instead of compartmentalizing code into discrete blocks like other AI brain solutions, the behavior tree favors fragmentation with the aim of reuse. This flows back to the idea from the beginning of the chapter about the reuse of code for efficiency. A tree may look complex with many branches and leaves (yes, that is what we call the composites and tasks that make up a behavior tree), but on closer inspection, you will see that there are only a few building blocks and their arrangement is what creates the illusion of complex decision making.

The flow through a simple tree starts at the root and evaluates each node in the layer below in ascending order from 0 (order matters here) until it...

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