There is a "noise()" function in HLSL specifically for generating perlin noise. But it doesn't work in UDK because of the context it's being used in. It's only for generating proceedural textures offline. It might work with the custom texture node? However here's a fast implementation of perlin noise by ken perlin himself.…
Yeah.. it was me. Purely programatic perlin noise ran up over 512 instructions due the the pseudo-random permutation, among other things. It became workable when I dumped the 512 number random seed array to a 1d texture lookup. I did find another way to get pseudo-random noisy behavior via a texturless GLSL Perlin Simplex…