$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.
Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.
SideFX shared a session featuring Robert Magee talking about how you can create procedural assets in Houdini that can be used to build game levels in UE4.
The developer discussed how to create these assets in Houdini’s node-based environment and how to deploy them using the Houdini Engine for UE4 plug-in.
Looking for more details on procedural level generation? Anastasia Opara who does extraordinary things with procedural technology. She mastered the art of Houdini and created a new powerful workflow, which allows to generate countless realistic architectural elements for AAA-projects. You can find our interview with the artist here.