Exaggerated Wind Animation with Nanite and Instancing

Hi, I have a tree asset with wind animation that works correctly when manually placing a Static Mesh Actor in the scene (With Nanite Enabled).


However, when instancing it (via Foliage Tool, PCG, or other instancing methods), the wind effect becomes extremely exaggerated.

I tried manually placing hundreds of trees in the scene and everything was right.
Noticed a critical factor:

  • With Nanite Enabled: Instanced versions show broken/overly intense wind animation.
  • With Nanite Disabled: Instanced versions work perfectly.

Why does Nanite conflict with instancing for vertex-animated wind effects? Is there a way to keep Nanite enabled while using instancing without breaking the wind animation? Could there be something wrong in Material setup?

Hey there @Ramedons! This seems like the Nanite instancing issue referenced in this post, does the solution listed there work out for you?

Oh yes! Thank you so much :grin:

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