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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

Summary

Altogether, we have covered three patterns that you can build into any future project: the Singleton pattern, which makes sure there is – and only ever will be – one instance of an object that exists, the Command pattern, which provides the utility of separation between the request for an action and that action happening, and finally, the State pattern, which separates our mutually exclusive logic.

At this point, you should understand that Singleton does work in some cases, but it has its drawbacks. The Command pattern can be used for so many different things that you should probably make a version of it as a template library for use in all future projects, and the State pattern has so many layers that it can ruin its own usefulness with depth.

The next chapter will explore some behavioral patterns that solidify the behavior of a class in different ways to improve the expandability of our systems – namely, the type object pattern, which we would posit...

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