Game Development Patterns with Unreal Engine 5
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Game Development Patterns with Unreal Engine 5

Build maintainable and scalable systems with C++ and Blueprint

About the Book

Design patterns serve as a toolkit of techniques and practices that enable you to write code that’s not only faster, but also more manageable. With this book, you’ll explore a range of design patterns and learn how to apply them to projects developed in Unreal Engine 5.

You’ll begin by delving into the foundational principles of coding and develop a solid understanding of the concepts, challenges, and benefits of using patterns in your code. As you progress, you’ll identify patterns that are woven into the core of Unreal Engine 5 such as Double Buffer, Flyweight, and Spatial Partitioning, followed by some of the existing tool sets that embody patterns in their design and usage including Component, Behavior Tree, and Update.

In the next section of the book, you’ll start developing a series of gameplay use cases in C++ to implement a variety of design patterns such as Interface and Event-based Observers to build a decoupled communications hierarchy. You’ll also work with Singleton, Command, and State, along with Behavioral Patterns, Template, Subclass Sandbox, and Type Object. The final section focuses on using design patterns for optimization, covering Dirty Flag, Data Locality, and Object Pooling.

By the end, you’ll be proficient in designing systems with the perfect C++/Blueprint blend for maintainable and scalable systems.

About the Author

Packt Publishing Ltd
Packt Publishing Ltd

Packt Publishing are an established global technical learning content provider, founded in Birmingham, UK with over twenty years’ experience in delivering premium rich content from ground-breaking authors on a wide range of emerging and popular technologies. Our titles have global relevance our multimedia portfolio includes over 9,000 books, e-books, audiobooks and video courses. www.packtpub.com

Table of Contents

  1. Understanding Unreal Engine 5 and Its layers
  2. Hello Patterns
  3. UE5 patterns in action: Double Buffer, Flyweight and Spatial Partitioning
  4. Premade Patterns in UE5: Component, Behaviour Tree and Update Method
  5. Forgetting Tick
  6. Clean communication: Interface and Event Observer patterns
  7. A Perfectly Decoupled System
  8. Building Design Patterns: Singleton, Command and State
  9. Structuring Code with Behavioural Patterns: Template, Subclass Sandbox and Type Object
  10. Optimization through Patterns

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