Unreal Pipe Blueprint

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

Bevel width can be adjusted per spline point

Bevel width can be adjusted per spline point

A couple of different variations

A couple of different variations

Point weld function for the remapped spline to make the adaptive bevels.

Point weld function for the remapped spline to make the adaptive bevels.

Spline segment setup

Spline segment setup

Overview of the spline segment baker utility widget

Overview of the spline segment baker utility widget