SpeedTree 10.1, nanite and voxelize in Unreal 5.7

Just for anyone currently looking at voxelize options in Unreal 5.7 and bringing in Speedtree assets as st9 files, I have found issues with the WPO creating all kinds of shader issues and creating feedback loops for shading compiler which forces me to restart Unreal. I found that if you break the WPO connection in the SpeedTree master material this fixes the initial problem and you can use voxelize with your ST9 assets. Voxelize Doesn’t seem to have the same effect on legacy (st) assets. Current work around is not using nanite where you want wind effects, keeping nanite for distance vegetation. Haven’t tried Pivot Painter yet.