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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

In this chapter, we discussed the S.O.L.I.D. principles that underpin good code, exploring specific examples and how, as they expand in complexity, we need to consider these principles to keep the code functioning. These principles are widely recognized across the game development industry, and so understanding them will not only help improve code efficiency and readability but also allow smooth communication with co-developers on larger projects.

We also explored a series of common problems that new Unreal Engine users encounter and the solutions to them, looking specifically at a series of common tasks such as moving items and managing a selection of weapons on a character. The solutions, while specific, offer insights into how easily a developer can find themselves with large, lumbering Blueprints that can be solved by utilizing built-in systems and tools.

In the next chapter we will be taking these principles of clean code and seeing how Epic Games have applied them...

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