Summary
When using SpeedTree material and painting foliage with the foliage tool in Unreal Engine 4, then the plant mesh gets oddly deformed the more intense the wind.
This only happens when painting with the foliage tool, individual static meshes work as intended.
It might be due to deformation gradient being calculated for the whole instanced static mesh object bounds, including all the instances and not per-instance.
I have found some suggestions for changing MaterialTemplate.ush file
#if USE_INSTANCING to #if USE_INSTANCING || USE_INSTANCE_CULLING
But it doesn’t seem to fix anything.
Also, all the posts related to this seems a few years old but the problem persists so I was wondering if there is some fix currently?
What Type of Bug are you experiencing?
SpeedTree materials
Steps to Reproduce
Paint SpeedTree foliage in a large area and make the wind strong
Expected Result
The foliage should remain roughly the same shape just move/bend with the wind
Observed Result
The further the meshes are from each other the more the lower part of the tree will deform.
Platform(s)
PC