Adaptive Wind-Over-Ear Audio Blueprint

Indeed it does have a player velocity based wind option, as shown in the hang gliding video in the first post. There is a bool to select for the blueprint instance that changes its wind source from environment based to player based. There is also a multiplier slider to change the intensity of the wind as the player’s forward velocity changes.

If you want both options in one level, I would just put two (or more) of these blueprints in the level, where one has the player based wind selected. Set yourself a good multiplier for the wind intensity based on player speed, and you’re good to go!