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Release Notes
Released
Studio and workflow
- Rig any Static Mesh from the Content Browser (Rig in Wind Studio) and re-edit any Skeletal Mesh (Edit in Wind Studio): third-party skeletons, bones and skin weights are imported; meshes built with the Studio restore their full rig.
- Six-tab workflow: Parts, Bones, Wind, Interaction, Build, Docs.
- Autosave 3 s after every edit, Load Latest, Save / Load Rig (.json), full undo / redo.
Parts
- Pick modes: Island, Material, PolyGroup, Triangle, Smooth (angle), Brush; scopes Mesh / Part / Free; box selection.
- Auto-split by islands, material slots or PolyGroups; Attached + and Orphans helpers; hide, isolate, unhide.
- Part roles Rigid / Core / Mid / Outer, Follow parts for bone-less leaves, Grass clumps (one chain drives many blades), per-part wind scale.
- Every part gets its own colour (never repeated), editable with a colour picker.
- Pivot editing and mesh scale baked into all LODs, the Nanite source, sockets and collision.
Bones and weights
- Auto Bones: Adaptive, Chains or Branching fits; Bone Spacing (default 20 cm, like Epic's PVE trees) or a fixed count per chain; Resample All Chains to Spacing.
- Manual bones and hierarchy tools: place, move, re-parent, weld, straighten, insert, chain bones - / +, snap, delete.
- Wind weights: static / max / auto, ramp, arch, match same level, randomize, reset.
- Weight painting: skin weight and Pin (stillness), Add / Subtract / Smooth / Set, cloth grid skinning, smoothing passes, skin weight scaling.
Three runtime tiers
- GPU: Epic Dynamic Wind on Nanite skinned meshes; exports only Epic data (Simulation Groups, influences, trunk flag, gust attenuation, ground cover); syncs with the source mesh's Epic settings.
- Pivot Paint: Static Mesh with Pivot Painter 2 data, 100 % compatible with Epic's Pivot Painter 2; up to 30,719 elements with smart leaf grouping; one material instance per slot; works with foliage instancing.
- CPU Physics: the plugin's chain solver on worker threads (modal core for trees): drag, turbulence, flutter, gravity, shape springs, inertia, cloth links, two-pinned cables.
- Asset types and wind presets (tree, bush, ground cover, banner, flag, cable...) with motion controls: bend, turbulence, speed, flexibility, independence.
Interaction
- Block Characters or let pawns and the camera pass through and push the asset aside.
- Push radius, trunk strength from plant height, push bend, contact bend for CPU Physics, character collision.
- Test Character: a 180 cm capsule walks through the asset in the viewport preview.
- Wind Manager: drives Epic's GPU wind, the CPU solver and MPC_GlobalWind (wind and character push with smooth springs); optional per-plant push for placed Pivot Paint meshes.
Build and optimisation
- One-click Build Skeletal Mesh (with Skeleton and Physics Asset), Build + Place, Auto Rig + Build, Validate Rig, Build Pivot Paint Mesh.
- Optimization for CPU Physics, applied per build: Reduce Bones, Limit Bones per Vertex, No Physics Asset, Distance LOD (solve every 2nd / 4th frame far away).
- Export of Epic Dynamic Wind JSON and USD (Nanite Assembly).
- Measured on the developer's test scene (SK_Bush_Aralia, 1,173 bones, Nanite): 36 CPU Physics plants at 58.6 FPS, about 0.33 ms solver time per plant on worker threads and 0.02 ms on the game thread.
Viewport and usability
- Display modes Lit, Parts, Clay, Weights, Wind (influence heatmap) with smooth shading.
- Anti-aliasing for the moving preview (FXAA, 200 % resolution), configurable lines, gizmos, grid, scale rulers, mannequin, backdrop and lights.
- Industry-standard keyboard shortcuts (Maya, 3ds Max, Blender, Houdini, Photoshop, Unreal) that never touch Unreal's viewport navigation.
- Extended tooltips (hold Ctrl+Alt), F1 contextual help, built-in Docs tab with the full Settings Reference.
What comes next
See the Roadmap for work in progress, planned features and research.

