I’d like to use Perlin noise to drive a “handheld camera” effect in a Blueprint. How does one go about accessing Perlin noise from within a Blueprint? I know that there is a Noise node in the Material editor that can generate Perlin and other noise types. But I’m at a loss as to how to bring that over and use it in a Blueprint.
I’m new to Unreal Engine so even small details are appreciated!
For your camera effect you can probably use the material to create a volume/mesh either directly in front of the camera or in a localized area that is basically transparent except for the perlin noise effect. Kind of like a fog but you would tailor it to your needs.
Alternatively, if you want to use the perlin noise for non-visual stuff such as map generation, then I think you might be better off looking up Perlin noise formulas/algorithms online and replicating them in blueprint, which is actually easier than you might think.
Thanks for the suggestions. I’ll give them a try, although I’m a bit skeptical of the random-with-interpolation approach. In my (limited) past experience Perlin noise tends to lend an organic feel whereas interpolated random values feel more like mechanical vibrations or oscillations. But I’m not going to discount it outright and hope that I’m pleasantly surprised!
If others have suggestions on accessing organic noise in a blueprint keep posting!
The randomization approach will work, though it won’t give you much control over the noise. Perlin noise would be a much more flexible approach. Unity offer it as part of their math libraries, it’s very useful: