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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

Part 3: Building on Top of Unreal

In this part, we will take the leap from looking at patterns that have already been scaffolded to making some of our own.

Each chapter deals with a different category of pattern, starting with behavioral patterns that allow classes to serve their use more cleanly, through structural patterns that assist you when building systems for a large team to work on, to optimization patterns that aim to speed up your code. By the end of this section, you should have a host of patterns built in a modular way, ready to be transferred between projects.

This part has the following chapters:

  • Chapter 8, Building Design Patterns – Singleton, Command, and State
  • Chapter 9, Structuring Code with Behavioral Patterns – Template, Subclass Sandbox, and Type Object
  • Chapter 10, Optimisation through Patterns
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