Summary
With this chapter completed, you should be equipped to design communication hierarchies for games with a focus on anonymous modular design in UML for implementation within Unreal. We have covered the basics of UML and why it is useful as a planning and communication tool. Using this UML, we then set about taking a simple communication and anonymizing it using the event delegate tool from Chapter 6 to decouple the reference chain as much as we could. This anonymous modular should work for most communications you design from here on, with exceptions being extremely rare.
In the next chapter, we are going to look at patterns you can set up as a library to move around with you between projects. We will look at why you should not overuse the singleton pattern, as most people do, and why you should make use of the command and state patterns in almost every project.