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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

Event driven systems

A software engineer’s job is to solve problems. Most of the time, this means special treatment in certain cases to make sure eventualities are handled. Sometimes, perfection is found, and the problem is not solved but erased from existence. In our current system, we want to solve the problem of needing to trace a sphere through our world for the player in every frame.

The question is not, how do we make this more efficient? Instead, we should be asking, why sphere trace? There isn’t really a clear answer to this. Yes, it allows us to check the volume of space for a player, but so do colliders. Yes, we can check all the space between the light mesh and the floor, but in our game, the player cannot jump. Yes, we can tell whether there are objects blocking a view of the player, but so can a cheaper line trace on the frames when we are not sure.

From these three answers, we can form a new solution. In principle, we will attach a sphere collider...

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