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Game Development Patterns with Unreal Engine 5

You're reading from  Game Development Patterns with Unreal Engine 5

Product type Book
Published in Jan 2024
Publisher Packt
ISBN-13 9781803243252
Pages 254 pages
Edition 1st Edition
Languages
Authors (2):
Stuart Butler Stuart Butler
Profile icon Stuart Butler
Tom Oliver Tom Oliver
Profile icon Tom Oliver
View More author details

Table of Contents (16) Chapters

Preface 1. Part 1:Learning from Unreal Engine 5
2. Chapter 1: Understanding Unreal Engine 5 and its Layers 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

A world that ticks

In the last chapter, we covered the idea of the Update pattern. When using the Update pattern, we design with the philosophy that lots of different types of classes need to execute code on each frame. To achieve this, we will use an update function or, in the case of Unreal, a Tick Event. This pattern provides a fast way to make things happen, which is why it has a certain gravity, pulling many learning resources into leaning on it heavily. The volume of learning materials doesn’t make this a good idea, but it does allow systems to be propped up quickly, thus making learning from resources like this easy to understand. The problem lies in the seeming loss of understanding, over the cost of relying on this method. When we place any nodes or lines of code under the purview of tick, we need to remember it runs once per frame. On modern machines this equates to an average of 60 times a second, but it can vary depending on hardware, which is an important consideration...

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