GAME DEVELOPMENT PATTERNS WITH UNREAL ENGINE 5 build maintainable and scalable systems with C++ and Blueprint

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Published
Birmingham, UK : Packt Publishing Ltd., 2023.
Status
Available Online

Description

Improve your game's code to make it more readable, reusable, modular, and optimized, guided by design patterns to enhance your overall use of C++ with Unreal Engine Key Features Explore the fascinating world of design patterns and their applications in Unreal Engine 5 game development Learn how to translate code from Blueprint to C++ to implement performant solutions in game development Discover best practices for writing clean code and applying it to Unreal Engine 5 and C++ Purchase of the print or Kindle book includes a free PDF eBook Book Description 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 of this book, you'll be proficient in designing systems with the perfect C++/Blueprint blend for maintainable and scalable systems. What you will learn Grasp the essence of design patterns and their inherent utility Understand the layers within UE 5 and how they work together Identify the relationship between C++ code and Blueprint in Unreal Engine 5 Recognize the design patterns found within existing Unreal Engine 5 functions Explore design patterns to understand their purpose and application within Unreal Engine 5 Creatively apply design patterns to existing code to overcome common challenges Who this book is for If you are a beginner or intermediate game developer working with Unreal Engine and looking to improve your C++ coding practices, this book is tailor-made to help you produce clean, reusable code through the application of design patterns. While this book will cover introductory tasks to show the fundamentals of Unreal Engine 5, its primary purpose is not to teach Unreal Engine from scratch. Prior experience with Unreal Engine will be beneficial, but don't fret if your knowledge isn't in-depth; the book will introduce tools and features as needed.

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Format
Edition
1st edition.
Language
English
ISBN
9781803246185, 1803246189

Notes

Description
Improve your game's code to make it more readable, reusable, modular, and optimized, guided by design patterns to enhance your overall use of C++ with Unreal Engine Key Features Explore the fascinating world of design patterns and their applications in Unreal Engine 5 game development Learn how to translate code from Blueprint to C++ to implement performant solutions in game development Discover best practices for writing clean code and applying it to Unreal Engine 5 and C++ Purchase of the print or Kindle book includes a free PDF eBook Book Description 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 of this book, you'll be proficient in designing systems with the perfect C++/Blueprint blend for maintainable and scalable systems. What you will learn Grasp the essence of design patterns and their inherent utility Understand the layers within UE 5 and how they work together Identify the relationship between C++ code and Blueprint in Unreal Engine 5 Recognize the design patterns found within existing Unreal Engine 5 functions Explore design patterns to understand their purpose and application within Unreal Engine 5 Creatively apply design patterns to existing code to overcome common challenges Who this book is for If you are a beginner or intermediate game developer working with Unreal Engine and looking to improve your C++ coding practices, this book is tailor-made to help you produce clean, reusable code through the application of design patterns. While this book will cover introductory tasks to show the fundamentals of Unreal Engine 5, its primary purpose is not to teach Unreal Engine from scratch. Prior experience with Unreal Engine will be beneficial, but don't fret if your knowledge isn't in-depth; the book will introduce tools and features as needed.
Local note
O'Reilly O'Reilly Online Learning: Academic/Public Library Edition

Table of Contents

Cover
Title page
Copyright and credits
Dedication
Foreword
Contributors
Table of Contents
Preface
Part 1: Learning from Unreal Engine 5
Chapter 1: Understanding Unreal Engine 5 and its Layers
Technical requirements
Introducing Unreal Engine 5
Installing Unreal Engine 5 and preparing your development environment
The "Fuzzy" layer
bridging the gap from C++ to Blueprint
Property Specifiers
Function Specifiers
Useful inheritance
Translating back from Blueprint to C++
Worked example
Summary
Questions
Answers
Chapter 2: "Hello Patterns"
Technical requirements
S.O.L.I.D. principles
Single responsibility
Open-closed
Liskov substitution
Interface segregation
Dependency inversion
Exploring solutions to common problems
The moving box problem
The rotating box problem
The cascading cast chain problem
The trade-off
Summary
Chapter 3: UE5 Patterns in Action
Double Buffer, Flyweight, and Spatial Partitioning
Technical requirements
Double buffer
Flyweight
Spatial partitioning
Introducing World Partition
Understanding when objects are loaded
Ensuring actors are loaded when required
Enabling World Partition on an existing level
Summary
Chapter 4: Premade Patterns in UE5
Component, Update Method, and Behavior Tree
Technical requirements
Understanding and creating components
Applying the update method for prototyping gameplay
Working with behavior trees
Creating the AI controller
Creating the Blackboard asset
Building the behavior tree
Summary
Part 2: Anonymous Modular Design
Chapter 5: Forgetting Tick
Technical requirements
Before we begin
A world that ticks
A clock that stops
Event driven systems
Summary
Chapter 6: Clean Communication
Interface and Event Observer Patterns
Technical requirements
Interfacing communication across classes in UE5
Blueprint interfaces
Interface events versus functions
Interfaces in C++
Building an example interface communication
Implementing event delegate communication across UE5
Event delegates in Blueprint
Event delegates in C++
Building a useful delegate tool
Summary
Chapter 7: A Perfectly Decoupled System
Technical requirements
Using UML to plan a sample hierarchy
What are the types of class relations?
What is a sequence diagram?
Decoupling the reference train
Modularity and decoupling
Establishing infrastructure
Implementing decoupled design in an example
Benefits of decoupling
Summary
Part 3: Building on Top of Unreal
Chapter 8: Building Design Patterns
Singleton, Command, and State
Technical requirements
Implementing a Singleton pattern
understanding why it's a Pandora's box
Implementing the Command pattern for different use cases
Command pattern for undo functionality in Blueprint Utilities

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Citations

APA Citation, 7th Edition (style guide)

Butler, S., & Oliver, T. (2023). GAME DEVELOPMENT PATTERNS WITH UNREAL ENGINE 5: build maintainable and scalable systems with C++ and Blueprint (1st edition.). Packt Publishing Ltd..

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Butler, Stuart and Tom, Oliver. 2023. GAME DEVELOPMENT PATTERNS WITH UNREAL ENGINE 5: Build Maintainable and Scalable Systems With C++ and Blueprint. Birmingham, UK: Packt Publishing Ltd.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Butler, Stuart and Tom, Oliver. GAME DEVELOPMENT PATTERNS WITH UNREAL ENGINE 5: Build Maintainable and Scalable Systems With C++ and Blueprint Birmingham, UK: Packt Publishing Ltd, 2023.

Harvard Citation (style guide)

Butler, S. and Oliver, T. (2023). GAME DEVELOPMENT PATTERNS WITH UNREAL ENGINE 5: build maintainable and scalable systems with C++ and blueprint. 1st edn. Birmingham, UK: Packt Publishing Ltd.

MLA Citation, 9th Edition (style guide)

Butler, Stuart,, and Tom Oliver. GAME DEVELOPMENT PATTERNS WITH UNREAL ENGINE 5: Build Maintainable and Scalable Systems With C++ and Blueprint 1st edition., Packt Publishing Ltd., 2023.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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Full titlegame development patterns with unreal engine 5 build maintainable and scalable systems with c and blueprint
Authorbutler stuart
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5050 |a Cover -- Title page -- Copyright and credits -- Dedication -- Foreword -- Contributors -- Table of Contents -- Preface -- Part 1: Learning from Unreal Engine 5 -- Chapter 1: Understanding Unreal Engine 5 and its Layers -- Technical requirements -- Introducing Unreal Engine 5 -- Installing Unreal Engine 5 and preparing your development environment -- The "Fuzzy" layer -- bridging the gap from C++ to Blueprint -- Property Specifiers -- Function Specifiers -- Useful inheritance -- Translating back from Blueprint to C++ -- Worked example -- Summary -- Questions -- Answers
5058 |a Chapter 2: "Hello Patterns" -- Technical requirements -- S.O.L.I.D. principles -- Single responsibility -- Open-closed -- Liskov substitution -- Interface segregation -- Dependency inversion -- Exploring solutions to common problems -- The moving box problem -- The rotating box problem -- The cascading cast chain problem -- The trade-off -- Summary -- Chapter 3: UE5 Patterns in Action -- Double Buffer, Flyweight, and Spatial Partitioning -- Technical requirements -- Double buffer -- Flyweight -- Spatial partitioning -- Introducing World Partition -- Understanding when objects are loaded
5058 |a Ensuring actors are loaded when required -- Enabling World Partition on an existing level -- Summary -- Chapter 4: Premade Patterns in UE5 -- Component, Update Method, and Behavior Tree -- Technical requirements -- Understanding and creating components -- Applying the update method for prototyping gameplay -- Working with behavior trees -- Creating the AI controller -- Creating the Blackboard asset -- Building the behavior tree -- Summary -- Part 2: Anonymous Modular Design -- Chapter 5: Forgetting Tick -- Technical requirements -- Before we begin -- A world that ticks -- A clock that stops
5058 |a Event driven systems -- Summary -- Chapter 6: Clean Communication -- Interface and Event Observer Patterns -- Technical requirements -- Interfacing communication across classes in UE5 -- Blueprint interfaces -- Interface events versus functions -- Interfaces in C++ -- Building an example interface communication -- Implementing event delegate communication across UE5 -- Event delegates in Blueprint -- Event delegates in C++ -- Building a useful delegate tool -- Summary -- Chapter 7: A Perfectly Decoupled System -- Technical requirements -- Using UML to plan a sample hierarchy
5058 |a What are the types of class relations? -- What is a sequence diagram? -- Decoupling the reference train -- Modularity and decoupling -- Establishing infrastructure -- Implementing decoupled design in an example -- Benefits of decoupling -- Summary -- Part 3: Building on Top of Unreal -- Chapter 8: Building Design Patterns -- Singleton, Command, and State -- Technical requirements -- Implementing a Singleton pattern -- understanding why it's a Pandora's box -- Implementing the Command pattern for different use cases -- Command pattern for undo functionality in Blueprint Utilities
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