Vertex offset not working in material for mesh particles - but only when based on particle color

So I have a basic mesh particle system for a smoke effect (It’s mesh-based because of the lowpoly style I’m going for). This is the particle’s material, and the effect in the world, if I’m only setting an emissive color based on the particle color:

I have a “Color over life” thingy in cascade that starts the color out as black and fades it to white, and it works.

How here’s what it looks like when I hook up my custom wind function. It’s a simple noise offset based on world position, I’ve been using it for grass and water and it works fine (effect is exaggerated here):

Obviously, if this is over a campfire or a chimney, I want to offset the top of the wind, but not the bottom, near the source. This is what the particle color is for. I multiply the “intensity” (400) by the red channel of the color (since I need a scalar):

So it acts as if the particle color is zero the entire time (producing no wind), but only when it’s passed in to the wind function - the color itself is still showing up on the model. And the wind function also works if I don’t multiply it by the particle color.

For reference here’s the wind function (intensity is down there near the bottom right) but I don’t see how it could be the problem. What is going on here?!

If I copy the entire function into the material, I get the same effects.

If I multiply the particle color by some big number and hook it up directly to the position offset, I get no offset. This is simply incorrect behavior.

“Solved”: use “Particle Relative Time” instead - for whatever reason, UE4 is not capable of offsetting vertex position based on particle color (the bug is marked as “won’t fix” which shouldn’t actually be an option on bugtrackers).