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Dynamic Wind Studio — Roadmap & Releases
Development milestones, active C++ engineering, and upcoming releases for Dynamic Wind Studio.
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Community feedback shapes our priority list. Propose new rigging tools, physics solvers, or workflow bridges in the Community Discussions.
In Progress (v1.3)
5Bone-Level Self-Collision
Prevents multi-branch trees, banners, and overlapping cloth ribbons from folding through themselves during high-wind storms.
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Smart Physics Asset & Joint Limit Authoring
Advanced heuristics for automatically creating, placing, and constraining Physics Asset bodies.
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CPU Distance Culling & Throttling
Dynamic solver frequency scaling and distance-based tick culling for CPU Procedural and Physics assets to maintain 120+ FPS across dense foliage vistas.
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Auto Bone Budget Enforcer
Automated clump clustering and bone safety clamping for 1-click batch Static Mesh conversions, preventing runaway bone counts on dense grass patches.
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Studio UI Ergonomics & Persistence
Refined Slate viewport with WCAG-compliant high-contrast indicators, interactive floating inspector panels, and persistent viewport visual settings saved to EditorPerProjectUserSettings.
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Planned (v2.0+)
5Dynamic Sockets & Multi-Rig Wind Coupling
Socket-based attachment system allowing secondary objects (hanging lanterns, ropes, cloth banners, or characters) to be pinned to skeletal bones.
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Unreal Engine 5.8 & 5.9 Architecture Port
Porting core render proxies to Epic's updated FDynamicWindDataProxy in UE 5.8, and architecting data structures for UE 5.9's upcoming dual-spring oscillators.
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Unified Interactors & Niagara Coupling
Consolidating player character interaction components into a single world-level registry, with bidirectional coupling to Niagara-authored velocity volumes for local wind blasts.
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Headless DCC Streamer (Blender / Maya)
Standalone CLI and pipeline scripts that ingest external FBX/USD geometry and automatically tag parts, bone chains, and wind pin weights directly for Dynamic Wind Studio.
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Automated Wind Impostor & VAT Baker
Baking skeletal dynamic wind cycles into distance-based impostors and Vertex Animation Textures (VAT) for massive background foliage clusters.
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Released (v1.2.1)
7Nanite Assembly & PVE Carry-Over
Deep synchronization for Epic's Procedural Vegetation Editor (PVE) assemblies. Remaps bone names and bakes bone-relative assembly nodes to mesh space upon Skeletal Build.
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Grass Clump Optimization (W / Wd / S)
Binding multi-blade grass clumps to representative master chains, introducing per-blade bending variation (W), per-chain wind scaling (Wd), and deterministic seeds (S).
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Non-Destructive Replace-in-Place Build
Using FGlobalComponentRecreateRenderStateContext to rebuild and update Skeletal Meshes without breaking existing level placements, lighting, or actor references.
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Wind Manager Low-Pass Temporal Smoothing
Implemented EpicSmoothingSeconds (default 3s) low-pass filtering on GPU amplitude and yaw direction, preventing snapping during rapid wind gusts.
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Third-Party SK Import (SpeedTree / Blender)
Direct ingestion of external Skeletal Meshes with automatic bone hierarchy extraction, branch part partitioning, and skin weight conversion to editable Studio paint layers.
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Dual Solvers: GPU Dynamic Wind & CPU PBD
Full support for native hardware-accelerated Epic GPU Dynamic Wind (Nanite) alongside proprietary CPU Position-Based Dynamics (PBD) for banners, cables, and interactive cloth.
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5-Step Studio Workflow & Weight Painter
Initial commercial launch: Parts preparation, auto-bone generation, Weight Painting Studio (R), wind solver configuration, and 1-click physics asset creation.
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