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Turn any Static Mesh into a wind-animated asset inside the Unreal Engine editor: trees, plants, grass, banners, flags, cables and props.
Editor plugin. Enables Epic's Dynamic Wind (experimental in UE 5.7) and Procedural Mesh Component.
Split the mesh into parts, let Auto Bones grow chains through every branch, paint only where it matters. Unassigned triangles never move, so bases and pots stay put.

Pick by Island, Material, PolyGroup, Triangle, Smooth angle or Brush, or auto-split the whole mesh. Give every part a role: Rigid, Core, Mid or Outer. Bone-less leaves can Follow a branch part.

Auto Bones fits Adaptive, Chains or Branching skeletons per part with a 20 cm spacing, like Epic's PVE trees. Place, move, re-parent, weld and straighten by hand. Grass clumps drive many blades from a few chains.

Every part gets its own colour, a role, a wind scale and an optional Follow target.

Skin weight or Pin (stillness) with Add, Subtract, Smooth and Set Value. Cloth grid skinning keeps banners one sheet.
Choose per asset how placed copies animate. Simulate Wind previews each tier in the Studio.
Nanite skinned meshes driven by Epic's GPU wind. Only Epic data is exported: Simulation Groups, influences, trunk flag, gust attenuation, ground cover.
A Static Mesh with the rig's pivots baked in, 100 % compatible with Epic's Pivot Painter 2. Up to 30,719 elements and 4 hierarchy levels; works with foliage instancing.
The plugin's bone chain solver on worker threads: drag, turbulence, flutter, gravity, springs, cloth links and two-pinned cables.
Pawns and the camera pass through plants and push them aside, or plants block them. Trunk strength comes from the plant's height: a 30 cm stem bends, a 3 m trunk barely moves. A 180 cm Test Character walks through the asset in the preview.
Drives Epic's GPU wind, the CPU solver and MPC_GlobalWind together. Weather presets from Calm to Mountain Gale blend smoothly, and the GPU wind is smoothed so foliage never snaps.
One click builds the Skeletal Mesh with Skeleton and Physics Asset. Rebuilding replaces it, so placed actors keep their reference; Edit in Wind Studio restores the full rig.
Reduce Bones, Limit Bones per Vertex, No Physics Asset and Distance LOD for CPU Physics copies. Your Studio rig never changes.
Export Epic's Import Dynamic Wind JSON and a UsdSkel skeleton for Nanite Assembly and Houdini pipelines.

Autosave 3 s after every edit, Load Latest, full undo / redo.
Maya, Max, Blender and Houdini style keys that never touch Unreal's navigation.
Hold Ctrl+Alt for extended tooltips, press F1 to jump to the docs.
Open Skeletal Meshes from Houdini, PVE or Blender with their bones and skin weights.
Unreal Engine 5.7 on Win64. UE 5.8 support is on the roadmap.
Epic's Dynamic Wind (experimental in UE 5.7) and Procedural Mesh Component. Both are enabled with Wind Studio.
No. For Pivot Paint, your material needs the MF_CAAPivotPaint function; the Studio tells you when it is missing and never edits your master material.
No. The few helper assets it needs (MPC_GlobalWind, MF_CAAPivotPaint) are generated in your project the first time they are used.
Yes. Right-click the Skeletal Mesh and choose Edit in Wind Studio: the source mesh, parts, bones and wind settings come back.
The GPU tier builds Nanite skinned meshes for Epic's Dynamic Wind; the Pivot Paint tier builds Static Meshes that work with foliage instancing.