I’ve been needing a good noise solution for my terrain generator for a while, and since it’s a pretty well used function these days I thought I’d package it into a plugin for everyone to use!
The system is modular and designed to be configured in Blueprints (although you can obviously use it in C++). It features a modular design including blending and masking modules to enable you to make all sorts of interesting noise patterns, particularly useful for terrains.
Modules -
Noise Generator (BP Function - Create Noise Generator). The main noise generator, set noise types, parameters, seeds, frequency etc.
Select - Uses a ‘select’ module input module to mask between two input modules. Includes threshold value and a SinInOut smooth falloff option
Blend - Uses a ‘select’ module input to blend between two input modules.
ScaleBias - Applies an multiplier or additive value to a module
There’s a little sample project you can use to test the plugin. Here’s a couple of examples :
There’s a few more features I want to add, the new warping options from FastNoise as well as more Select Module falloff parameters, then I’ll get it on the Marketplace.
Updated pushed to add position warping parameters
Update pushed to fix an issue where modules would be GC’ed (forgot to UPROPERTY the input modules on the select/blend/bias modules).
Working on some more streamlined blueprint functions for tidier graphs
I am using your plugin and it works well ! Thanks a lot !
I have however one issue : I cannot use the nativization of UE4 (blueprint -> C++ converter) !
I have a fatal error :
[Project directory] \Intermediate\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\TestNoise__pf6286095.cpp(204): fatal error C1083: Cannot open include file: ‘UFNNoiseGenerator.h’: No such file or directory
Do you know what I could do to fix this ? Is it the engine version (4.15) ?
By the way, very surprised there is not so much people on this thread ! Amazing plugin !
This seems like a nice plugin. Tho, as a novice in UE4, I could really use a simple sample of a blueprint that shows how this works. I see there is some samples further up in this thread, but I don’t understand how it all works in a blueprint.
EDIT: So, I’ve found the tutorial videos and made it work. This is a really nice pack of plugins. Now I just have to figure out how to make this work on a planet like sphere.
Hi there. I’m having an issue with this plugin that you might be able to shed some light on:
I’ve been using it and it’s been working great in the editor, but it doesn’t seem to work in a packaged game. Is this something that’s intentional, or have I done something silly? Any help much appreciated.
Thanks for the quick reply :). I haven’t touched the Build.cs at this point as I’m using the plugin in a BP only project (4.15). Is converting to a code project the best course of action here, or is there a missing step that I’m not aware of for running it on my setup?
Cool, thanks for checking. It’s good to know the issue is on my end and potentially resolvable. I’m not at my PC atm, but I’ll find an output log as soon as I get back in.