Speedtree 9 & UE 5.2 - scanned trunk transition issue

Hello, I’ve got following problem:
When working with scanned trunk from Quixel Bridge, inside SpeedTree app everything is ok, transition is nice and smooth


image
The problem begins inside Unreal Editor. Transition there is sharp and edgy

With or without nanite, it doesn’t matter, result is still the same. Can anyone tell me what am I doing wrong? Wind is working correctly, this is my SpeedTree export settings:

Rest of the tree is fine, and I’ve got the same issue, when using SpeedTree shell instead of scanned trunk.