Max Harris - Procedural Pipes

Procedural Pipes is a scalable, production-ready Unreal Engine tool for rapidly building pipes, conduits, and industrial infrastructure using splines. It is designed for fast iteration, artist-friendly control, and deep extensibility through PCG Override Graphs.

Built in line with the Procedural Architect core principles, Procedural Pipes prioritizes accessibility for everyday users while retaining the scalability and flexibility required for advanced technical workflows.

Key Features

  • Spline-Based Pipe Generation
    Create and modify pipes using standard Unreal splines with live updates.

  • Modular, Data-Driven System
    Define pipe parts, meshes, and materials through data assets for easy reuse and style swapping.

  • In-Editor Customization
    Adjust pipe meshes, scale, colors, and materials directly in the editor.

  • PCG Override Graph Hooks (Advanced)
    Extend or replace core behaviors without modifying the plugin. Enables custom spawning, subdivision, filtering, and advanced procedural logic.

  • World Partition Friendly
    Supports workflows suitable for large worlds and streamed environments.

  • Extensive Examples & Documentation
    Includes demo levels, example graphs, and structured documentation to get started quickly.

Included Content

  • Core Procedural Pipes system

  • Example pipe meshes and materials

  • Demo levels showcasing common use cases

  • PCG Graph Templates for customization

  • Example Override Graphs demonstrating advanced behaviors

  • Integrates with world partition

  • Clean, documented content folder structure

Who This Is For

  • Level designers who want fast, spline-driven iteration

  • Artists who want controlled variation without manual placement

  • Technical artists who want deep customization via PCG

  • Teams building large or modular environments

Required Plugins

  • PCG

  • PCGGeometryScriptInterop

Note: The default pipe static meshes included in the plugin have Nanite enabled. This tool does not require nanite meshes, but the default meshes do have nanite enabled. For more information on Nanite refer to UE Documentation Here