I had deleted my other topic before figuring out the answer myself. My wind effects do not work properly or even on the same axis as the object position that the plants are generated in.
I built my wind to have a sway and instead it is moving everything up and down by the entire length of the plants and trees. Or causing them to glitch out altogether.
I have gone through multiple tutorials to figure this out and nobody has a wind effect that works with an instanced foliage actor.
I’m labeling this a bug report because of how broken it is. I can provide video and blueprints if needed.
I did have the bottom transform position already but apparently it needed an instanced position after the world position node. In other methods I only needed the lower transform position to make it work.
I made my wind with 2 output functions. A part that controls the basic wind movement and a sway function. I’m sure there’s a way to optimize it but I wouldn’t know where.
My next step is figuring out how to lerp the sway direction with a random effect in order to have them sway in different directions.
It worked alright. I had to move a few things around. I figured out that the World Position can connect directly to the Position input which simplifies it a bit. The pivot point is the calculation of the object positions relative to the world position.
The randomness gets built into the NormalizeRotationAxis input. It can also work without a time node if you connect it to the Wind node because it already has one in its function.
I probably have way more nodes than I need for customization options. That extra bit of math connected to the last multiply node isn’t really needed.
I think it’s good for now. I might play with the way it calculates the randomness and fix it so the bending movement is a little less stiff.