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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
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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

Decoupling the reference train

Now let’s take knowledge of these three connection types and see how we can associate every class in the example UML class diagram that follows, using a few rules. Once everything is associated, we’ll implement decoupling in an example and look at the benefits this brings.

Modularity and decoupling

We’ll start with a bunch of scattered classes, which are organized in a way that will function but is messy to work with, as shown in Figure 7.5. To make everything function here clearly, the developer has added references, as and when needed, to any class.

Figure 7.5 – Example UML showing a messy system

Figure 7.5 – Example UML showing a messy system

Let’s analyze how the Character to Projectile interaction occurs by looking at the sequence diagram in Figure 7.6. When the character fires, it spawns a projectile but then doesn’t hold onto the reference. Instead, the projectile grabs a reference to the character and when it hits...

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