Never mind, I fixed it.
Seems to be quite performant too.
Ended up using Speedtree’s implementation for wind. When you save from speedtree, save files as a .st9 file.
Then when imported to Unreal Engine, you need to go into theSpeedTreeWind blueprint and reduce the RippleSpeed by a factor of 10, which I’ve done simply by adding a multiply by 0.1 node.
You need to do the same for all Bend, Oscillation and Turbulence nodes for the branches and shared motion groups.
I’ve converted my vegetation assets to nanite, added them to the foliage painter and they all work.