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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

The trade-off

With any implementation of a pattern or fix, there is a trade-off between what you gain and what it costs, and it’s important to consider the long-term effects when implementing patterns.

In many of the cases we are exploring, the gain is simplicity, readability, or a reduction in memory footprint, which should help your game to run smoothly. These are all key elements worth maintaining a good code base for. The cost is often time. Some patterns may take longer to implement, and, in some cases, having to refactor code to work in a specific way can use up valuable time.

The long-term effects, however, outweigh the initial time cost as the time saved later in development to build on top of or into existing systems will prove beneficial later in your game’s development cycle.

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