Skeletal Mesh Hair Wind Effect (Currently Not simulating Physics, but Gravity Enabled)

Currently, I have a poly-modeled skeletal mesh for the hair of my character. It’s set to be a PhysicsBody with Collision Enabled (Query and Physics). It does not have Simulate Physics Enabled, but it does have gravity enabled, which is what’s driving the simulation. It works great for movement.

My question is how to give it a nice wind effect without having to move the skeletal mesh itself. Is there a way to change the gravity’s direction or force, perhaps?

Thanks for reading. Help is appreciated.

Idk exactly how this would work in your case but have you considered just adding some semi-random impulses? Add Impulse | Unreal Engine Documentation