Thanks I hope it is relatively high priority. Would be amazing to have plant collision physics as part of a toolset within UE4. Would be precedent setting for a game engine. For example, using red to blue as hi to low bend reaction (“hot to cool”), a colored material image could be “painted” onto the plant mesh using UE4 or made separately in Photoshop, for example, as an image file of some format, and attached to the collection of textures for that specific plant mesh. The “hotter” red zones bend more than the “cooler” zones. Such as thick branches bending less than thin.
I can’t articulate it well. Hope that made sense. There is probably a much simpler, quicker way that you pros would achieve it though. I envision painting the thickness, which is the bend level, of plants being very easy though. Simply color a tree trunk red to not bend, but gradually cool down to blue as the mesh spreads out to thinner plant parts and ultimately leaves. And it could be told to react to wind using the color scale.
Just wondering and hoping for in-depth foliage tools. Game worlds these days are very redundant in regards to open world natural scenery. They’ve reached a roadblock in physics, appearance, and density of plant life. Stale. I hope there’s a new era of nature’s glory in games soon:)