Draping algorithm for procedural road generation

Hey! Thanks a lot for your reply. I was running into some issues regarding getting bank vertices, but I resolved it last night (vertices on mesh section edges were an edge case I didn’t account for), so now I (at least) have a subset of the verticies of a “road hull”.

I like your solution, but, unfortunately, I can’t tesselate my terrain mesh further as it would degrade FPS. I think my only recourse is triangulating the road hull (Delaunay Triangulation comes to mind), but I was hoping to avoid that kind of complexity. Does anyone know if UE4 supports triangulation out of the box?