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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

UE5 Patterns in Action – Double Buffer, Flyweight, and Spatial Partitioning

Hopefully, you will have realized by now that Unreal Engine 5 is a really big engine. Behind the scenes, it already employs a lot of the patterns that we will cover in later chapters. This chapter will break down the double buffer, flyweight, and spatial partitioning patterns. You don’t need to build these three patterns yourself as Unreal already has good implementations, but knowledge of their existence and how they have been created will help you build on top of them. This chapter will look into how Unreal implements each pattern into a system and what problems they are solving for you in the process. This should give you a roadmap to not only discover more about the engine but also some examples of good practice to reference moving forward.

In this chapter, we’re going to cover the following main topics:

  • Double buffer
  • Flyweight
  • Spatial partitioning
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