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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

Exploring solutions to common problems

We are going to explore a series of examples of Blueprint scripts where the intended result has been achieved but causes issues simply due to the approach taken. We will then offer an improved approach, which makes the Blueprint more performant, tidier, more reusable, or easier to expand at a later point in development. The purpose of this section is to help you begin to recognize potential areas for improvement within your own code, regardless of whether you are working in Blueprint or C++.

Important note

Everything we are about to look at in this section is bad code to prove a point. Even the fixes that follow are not perfect, but it has been written for the purpose of education and so is simplified somewhat.

For this section, you will need an empty project that you may have already created at the beginning of the chapter and the content folder from the chapter2 branch of the GitHub link provided at the start of the chapter.

If you...

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