Hi,

I just released the Simplex Noise Plugin for UnrealeEngine 4 on my GitHub.

https://github.com//SimplexNoise

This is a clean, fast, modern, and free Perlin Simplex noise function.

All Public Functions are BlueprintCallable so they can be used in every blueprint

From and Dedicated to you and Unreal Community! Use it free for whatever you want I only request that you mention me in the credits for your game in the way that feels most appropriate to you.

*SimplexNoise 1D,2D,3D & 4D *Scaled Version SimplexNoise 1D,2D,3D & 4D *InRange version SimplexNoise 1D,2D,3D & 4D

*SimplexNoise Function returns float value between 0 - 1

*SimplexNoise Scaled returns float value between 0 - scale factor

*SimplexNoise In Range returns float value between minRange - maxRange

This algorithm was originally designed by Ken Perlin, but my code has been adapted and extended from the implementation written by Stefan Gustavson (stegu@itn.liu.se) and modified to fit Unreal Engine 4

//This library is public domain software, released by the author

// into the public domain in February 2011. You may do anything

// you like with it. You may even remove all attributions

New update plugin version https://github.com//SimplexNoise/releases/tag/SimplexNoise.1.2.0_UE4.25.3 There is a release also. 4 new functions as well as a lot of bug fixes and improvement here and there.

Added 4 new functions exposed to BP:

- GetSimlexNoise1D_EX (GetSimpleNoise1D_EX (float x, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)
- GetSimpleNoise2D_EX (float x, float y, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)
- GetSimpleNoise3D_EX (float x, float y, float z, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)
- GetSimpleNoise4D_EX (float x, float y, float z, float w, float lacunarity, float persistance, int octaves, float inFactor, bool ZeroToOne)

Inputs:

positions x,y,z,w - depends on which version of the function you are using

float lacunarity, float persistance, int octaves to define number of noise layers combine together with smaller and smaller details

float inFactor to scale input value (x,y,z,w) to get smaller or bigger noise frequency

bool ZeroToOne - if true set output to: 0.0f - 1.0f , otherwise output is:-1.0f - 1.0f