PCG instanced meshes - Material world position offset scale issue

I’ve created a material to sway some trees. What I’m finding is the scale of the effect seems to change between placing the static meshes and instancing them with PCG.

On the left trees generated from a PCG spline on the right is my test palette.

I thought maybe something would be wrong with the scaling but after plugging the WPO into the diffuse it appears both sets are being given similar values.

For some reason the PCG instances are just applying the WPO at a different scale. Maybe there’s a setting somewhere I’m missing to account for this? Would appreciate any help on this. Thanks!

I found the issue.

I was applying a height falloff based on object radius, which apparently is not per instance. I instead changed it to use “Bounds (Instance Local).Extents”, which seems to have solved the issue.

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