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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

Through the explicit example of a watchtower in our example game, we learned a host of different techniques and considerations to improve efficiency in our systems. We applied the general technique of always trying to do less, by swapping a gated polling system for a killable update and event-driven systems. We used Unreal Engine-specific tools, such as the Timeline and Timers, to achieve these patterns, and we thought about how their application may affect the design of the gameplay beyond our numbers-based efficiency targets. The iterative process of improvement that this chapter focused on has also shown how to improve code in small measurable ways, using T(n) calculations to quantify each step. Moving forward, we will look at more general programming tools and their implementations within Unreal to expand this toolkit. The big takeaway is to break the problem down into its base parts and measure your improvements as you go. This will allow you to better communicate your...

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