Summary
In this chapter, we have discussed a number of existing patterns that are present in Unreal Engine, focusing on double buffer, flyweight, and spatial partitioning.
We have taken a look at some of these systems, including exploring editor examples of spatial partitioning using the World Partition system, experimenting with different variables to control when objects are loaded and unloaded, and testing an actor with a World Partition streaming source component.
In the next chapter, we are going to explore some pre-made patterns in Unreal. We will be looking at creating components using the update
method, and creating a simple AI-controlled Real-Time Strategy (RTS) game unit using Unreal’s AI Behavior Trees.