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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

Summary

This chapter covers the two main methods of cleaning up communication in a code base. We have covered functional examples of how to use both interfaces and event delegates within our C++ setup, as well as the technical setup, using the U and I prefixes of an interface properly, and what each of the characteristics of a delegate mean. Now that the functional understanding is sorted, the next step should be to practice with these tools to get a better understanding of how they affect the code base. We will do this in the next chapter by looking at how we deploy both interfaces and event delegates with function calls, achieving a perfectly decoupled system where communication is as anonymous as possible. This naturally creates modular code design, allowing for much easier cohesion within teams.

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