Beam to Navigation Path

Hey guys, Im wondering, how can I modify existing Particle Beam, to show the path.

Lets say I have an array of vectors, and I would like to visualize that with Beam.

I can do that through DebugDrawLine, but it is now what I need.

I have Navmesh on my scene, and when I hover some point on scene (from Top Down view), I am getting navmesh path to that point(an array of vectors).

Like that:


                

                UNavigationPath *tpath;
                UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
        
                    tpath = NavSys->FindPathToLocationSynchronously(GetWorld(), GetOwner() -> GetActorLocation(), Hit.Location);
        
                    if (tpath != NULL)
                    {
                        for (int pointiter = 0; pointiter < tpath->PathPoints.Num(); pointiter++)
                        {
                            int NextPoiniter = (pointiter + 1) >= tpath->PathPoints.Num() ? tpath->PathPoints.Num() - 1 : pointiter + 1;
        
                            DrawDebugLine(
                                          GetWorld(),
                                          tpath->PathPoints[pointiter],
                                          tpath->PathPoints[NextPoiniter],
                                          FColor(64,134, 244),
                                          false, 1, 0,
                                          6
                                          );
                        }
                    }

My question is - is there a way to add kind of sub-lines to my straight beam? So lets say I have straight beam with length of 300, and in the end, add kind of sub-beam rotated a bit, and with length 100? And like that.