I am trying to create a spline/curve unit mesh and need help figuring out how I can hide this seams between each segment. Pictured below are screenshots taken from blender of the effect I'm trying to create, the base mesh before applying the twist modifier, after the simple deform twist modifier.
Joining the objects is not a solution for me and neither is creating a duplicate, joining the dupe and transferring the custom normals with the data modifier.
The intention I have is to create a single mesh unit that I can use in Unreal Engine to create mesh of any length or bend that blend seamlessly together, the length of which can change dynamically at runtime.
I would appreciate any and help finding resources that address this type of issue and how to hide these seems such that when I import the mesh to unreal I can use a spline mesh component to create seamless chains of any length and bend.