Procedurally "bending" a Tunnel

I’m trying to simulate an endless tunnel that a player can move through like this To give the perception of an endless tunnel, I’m trying to bend the end of a cylindrical mesh at runtime. The direction in which the end of the tunnel is bent would be a function of some input for that moment in time. I’m new to Unreal and am unsure of how to go about doing this.

Perhaps use a tube mesh rigged to a simple bone chain, then rotate the bones to ‘bend’ the tunnel?

Similar to Crow87’s suggestion, you could use a spline with an attached spline-mesh, moving the spline about at runtime’s a bit tricky, but it’s certainly possible.