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Added UE5 Material Custom Node

Open MrMusAddict opened this issue 1 year ago • 2 comments

I have added code that allows users to plug the FNL library into an Unreal Engine Material directly. Technically it's a variant of HLSL code, but reformatted into UE5's specific syntax.

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MrMusAddict avatar Jan 15 '25 15:01 MrMusAddict

I'm not familiar with UE5, the screenshot of all the code in the node looks a bit crazy, is there not a better way to do this?

Auburn avatar Jan 15 '25 21:01 Auburn

Depends on your definition of "better". I'm new to CPP in general, and especially with HLSL.

That being said, after a week or so of looking for workarounds, the only alternative I've found to this solution is to modify UE5 in CPP by side-loading a custom shader.

So, the "better" (advanced but cleaner) solution would be modifying the engine with CPP.

But the "better" (user-accessible) solution would be to drop my code into the node within UE5's UI. Looks ridiculous, but fully functional/performant and "set and forget".

On Wed, Jan 15, 2025, 1:38 PM Jordan Peck @.***> wrote:

I'm not familiar with UE5, the screenshot of all the code in the node looks a bit crazy, is there not a better way to do this?

— Reply to this email directly, view it on GitHub https://github.com/Auburn/FastNoiseLite/pull/149#issuecomment-2593991799, or unsubscribe https://github.com/notifications/unsubscribe-auth/AF572NUUZJCMHE6IH6ABP3T2K3IO3AVCNFSM6AAAAABVHQRDIOVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDKOJTHE4TCNZZHE . You are receiving this because you authored the thread.Message ID: @.***>

MrMusAddict avatar Jan 15 '25 23:01 MrMusAddict