Table of content
The Path Solidify node turns abstract path segments into “solid” edges. Each path point is turned into an edge-looking one that connects to the next. Unless the path is a closed loop, the last point is deprecated, hence it is recommended to remove it.

Properties
| Property | Description |
|---|---|
| Closed loop | |
| Scope | The scope/selection of input data that are to be processed as closed paths or not. - All processes all input as selected below.- All but tagged inverts the scope based on tags.Default is, all paths are considered open, unless they are tagged with ClosedLoop.
|
| Closed Loop | Whether to consider input data that are part of the scope as closed loop or not. |
| Comma Separated Tags | Tags to check for. Any match uses the inverse of the above value. |
| Output | Description |
|---|---|
| Remove Last Point | If enabled, removes the last point on open paths, as they can’t be properly solidified. |
| Scale Bounds | If enabled, bounds will be scaled to reflect the real world distance that separates the points. This is often necessary if the path’ points have a scale that is not equal to one. |
Solidfication
Solidification is fairly straightforward on paper, but in order to be flexible it also exposes an overwhelming amount of parameters.
Unreal has a visual bug in the detail panel: the first time you select a solidification axis, remaining axis’ properties will not show up. *You have to deselect the node then select it again for the details panel to properly refresh.
| Property | Description |
|---|---|
| Settings | |
| Solidification Axis | |
| Soldification Lerp Operand | |
| Soldification Lerp (Constant or Attribute) | |
Radiuses
When a solidification axis is selected, lets you set the segment bounds’ remaining two axis as “radiuses”.
Each component shares the same following properties:
| Write Radius X/Y/Z | |
| Radius Type | |
| Radius Constant | |
| Radius Attribute |