Welcome to the support thread for the Procedural Noise Generator Blueprint available on the Unreal Marketplace. Feel free to ask any questions and post suggestions.
What is it?
This Blueprint performs the Perlin noise algorithm to the parameters specified by the user. The output is used to transform the height of individual tiles on a grid. Tiles were chosen as it is the most stable example and should be supported by all versions of UE4. Tiles also display minor height changes more clearly than something like a generated mesh. This could be extended to any UE object that supports transformation at runtime.
The Blueprint is self contained, no extensions, plugins or code.
Mostly to test what Blueprints are capable of, and provide the capability to non-programmers.
If performance is a concern, see Nativizing Blueprints.
The easiest way to start modifying is by changing the default Blueprint settings, or the initial parameters of one of the scene functions.
These variables affect the noise output rendered to the scene.
This output can be modified further, after processing the algorithm but before rendering, by adjusting scene macros as demonstrated with the various scenes.
If your math capabilities are better than mine you should be able to produce very interesting results.
See it in action on YouTube: