It won't let me use a worldNormal node in a pixelshader input. Either way, I'm quite certain that you have to do it with two diffuse calculations, otherwise you won't get the RGB channels to differ and get the desired effect. I mean, no matter how much you modify the normal input of one diffuse calculations you will only…
I looked through the drakes fortune stuff and I don't know if you'd need to use the custom material slot. I'd try just using a lerp to blend between your normalmap node and a worldNormal node and plug that into the normalmap slot. http://udn.epicgames.com/Three/MaterialsCompendium.html#WorldNormal
Kodde, you're a bit confused here. Unreal's normals work in tangent space by default. That means whatever you input into the Normal slot, is transformed to world space behind the scenes before it is eventually applied in the diffuse calculations. I know this is kinda weird compared to how you're probably used to work, but…