Classes

UMaterialExpressionNoise

UMaterialExpression > UObject

Member Type Offset Share
Position

2 to 3 dimensional vector

FExpressionInput 0x40
FilterWidth

Scalar, to clamp the Levels at pixel level, can be computed like this: max(length(ddx(Position)), length(ddy(Position))

FExpressionInput 0x54
Scale

Can also be done with a multiply on the Position

float 0x68
Quality

Lower numbers are faster and lower quality, higher numbers are slower and higher quality

int32_t 0x6c
NoiseFunction

Noise function, affects performance and look

ENoiseFunction 0x70
bTurbulence : 1 char 0x74
Levels

1 = fast but little detail, .. larger numbers cost more performance

int32_t 0x78
OutputMin float 0x7c
OutputMax float 0x80
LevelScale

Usually 2 but higher values allow efficient use of few levels

float 0x84
bTiling : 1 char 0x88
RepeatSize

How many units in each tile (if Tiling is on)

uint32_t 0x8c