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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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Toc

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

Index

As this ebook edition doesn't have fixed pagination, the page numbers below are hyperlinked for reference only, based on the printed edition of this book.

A

aggregation 135

AI controller

creating 78-80

animation state machines 167-169

B

behavior trees

AI controller, creating 78-80

basic movement branch 82-85

Blackboard asset, creating 80, 81

building 81, 82

decorator, adding to activate shooting sequence 93-95

enemy targets, identifying with service 90-92

shooting branch and task 86-90

working with 76-78

Big O notation 49

Blackboard asset

creating 80, 81

Blueprint

translating, back to C++ 13, 14

Blueprint interfaces 114, 115

Blueprint Description setting 117, 118

Blueprint Display Name setting 116

Blueprint Utilities 160

Command pattern, for undo functionality 160-163

C

C++

Blueprint, translating back to 13, 14

cascading cast chain problem 42-44

solution 44-46

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