Appearance
Level components
| Component | Use on | Purpose |
|---|---|---|
| CAA Wind Manager (actor) | One per level | Drives Epic's GPU wind (base direction, speed, amplitude capped at 1, Epic's own noise texture unless you assign one), the CPU solver and MPC_GlobalWind (wind values and character push). Option Pivot Paint Per Plant Push (default off, game worlds only, not for instanced foliage). |
| CAA Wind Driver (component) | Placed CPU-tier actors | Per-actor runtime tier override and wind settings. |
| CAA Wind Interaction (component) | Characters, vehicles, projectiles | Pushes foliage with its Interaction Radius; CPU Physics bones are pushed out of its capsule. |
Tips and limits
- Keep GPU skeletons small: use Grass clumps, Follow parts and Bone Spacing instead of one chain per piece.
- Pivot Paint: above 30,719 elements leaves are grouped (hidden leaves first).
- CPU Physics: on slow trunks Flexibility above about 0.56 has no further effect.
- Unassigned triangles never move: check Select Unassigned before you build.

