Pipe BP in Unreal, handles meshes and splines compatible with lightmap workflow.
Runs on construction, using HISM to optimize draw calls and triangle overdraw.
Key motivation was support for lightmaps, since volumetric lighting didn't reach desired fidelity.
Used a Utility BP to loop over the BP instances, split them per segment for efficient bounds and lodding, and baking them all neatly into static meshes in content.
Creating a pipe
Adaptive bevels
Adaptive segment length
Adjusting bevel radius and thickness
Non-destructive baking