Is this a bug in UE 5.1 that when I enable nanite on Foliage with Wind, the foliage stops moving?

I created a plant in speedtree modeller with wind and then I used the wind driven by WPO and it was working really good. But once I enabled nanite, the foliage became a static object with no movement at all. Is there something that I’m missing or is it a bug?

If you are using the old “Legacy” wind in Speedtree, then it won’t work. You need to use the newer “Games” wind in Speedtree, which has a different material in Unreal. Having said that, the Games wind still doesn’t work correctly with nanite because the trees exported from Speedtree use 6 UV channels but nanite meshes can only have a maximum of 4 UV channels (as far as I can tell), so only the first level of branch wind works. Also the newer Speedtree material kind of sucks in general and takes a lot of tweaking to get the wind looking correct (e.g. the wind seems about 10x too fast and the branch rotation math is incorrect).

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Yes I’m having the same issue. I imported a tree from speed tree. The wind was working fine in 5.03 but when I switched to 5.1 and enabled wind it didn’t work anymore. A fix would be greatly appreciated.

I have the same problem. Speedtree trees wind does not work with nanite.
Other, non Speedtree, trees do work.

So i am also struggeling with the speedtree wind.
In 5.1 the wind works fine for me when i place them as static meshes, but painted as foliage the whole tree moves around, i think the shader is not using the instance origin but the foliage actors one. I tried to find a solution in the shader networks, but i think the missing uv channels are the issue as stated above. - the static mesh viewer in unreal shows 6 uv channels in the stats window, but this is just a wrong display then?
Anyways will this ever be adressed by either Epic oder the folks over at speedtree? - or should i just ditch that whole thing and move my stuff to pivotpainter wind for my foliage as a whole?

Also i think WPO loses precision in large levels with the speedtree wind when instances are placed kilometers away from the scene origin…oh well i am rambeling…sry…

thanks for any and all input!
cheers

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Did you find out anything about this? I’m having that exact problem with the trees practically bending over in half with nanite enabled

Hey sorry for the late reply :frowning: but yes indeed i did somewhat at least :smiley:

no speedtree wind is simply broken with nanite, atleast to my knowledge. There is no fix that can be done in uneral to get it working again! I just got myself a copy of houdini indie and their labs trees with pivot painter :slight_smile: and this works like a charm! :slight_smile: though it was a lot of work, refactoring everything…

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You can try pivot painter. It works perfectly fine for both nanite and non-nanite foliages. But as much as I know setting up pivot painter itself is kinda difficult and less intuitive.

Hey @Daondare ,
can you tell me or may be send a screenshot on how you set up pivot painter in houdini indie? I have trying it for quite sometime but didn’t seem to get it working.

@Mridulsrmh Hey sorry, for the long wait… did not come back here last few months!
but this tutorial should show you the process of setting up and exporting a tree from houdini to unreal using pivot painter.

Hi there.
I know, it’s a bit too late, but after a week of struggling with the same issue I’ve come to this solution, it works just fine for me:

  1. Use Vertex Color in SpeedTree
  2. Add node “Vertex Color” and “Multiply” between “Handle Camera Facing” section and “World Position Offset” output in SpeedTreeMaster

I hope this could help anyone with this trouble.