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Dynamic Wind Studio — Roadmap & Releases ​

Unreal Engine 5.7 / 5.xCurrent: v1.2.1 Production📖 View Documentation →🛒 Fab Marketplace →

Development milestones, active C++ engineering, and upcoming releases for Dynamic Wind Studio.

Have a Feature Request?

Community feedback shapes our priority list. Propose new rigging tools, physics solvers, or workflow bridges in the Community Discussions.


In Progress (v1.3)
5
Physics C++PBD

Bone-Level Self-Collision

Prevents multi-branch trees, banners, and overlapping cloth ribbons from folding through themselves during high-wind storms.

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Physics AssetLimits & Setup

Smart Physics Asset & Joint Limit Authoring

Advanced heuristics for automatically creating, placing, and constraining Physics Asset bodies.

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PerformanceLOD

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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ConverterClumps

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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UI / SlateErgonomics

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+)
5
SocketsMulti-Rig

Dynamic 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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Engine PortUE 5.8 / 5.9

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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InteractionNiagara

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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PipelineFBX / USD

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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OptimizationVAT / HLOD

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)
7
v1.2.1Nanite / PVE

Nanite 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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v1.2.1Kinematics

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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v1.2.1Core

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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v1.2.0Manager

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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v1.2.0Import

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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v1.1.0Solvers

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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v1.0.0Editor

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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