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Hey Skulburn -

A light mask which functions like you are showing in your photoshoped picture should be as simple as setting up your lighting and post processing to achieve that effect. To that end, I have attached a sample project in a zip which shows how to attach the point light in the Character’s BP and what settings to get the light to look like you want and also the post process Volume settings (basically just the Auto Exposure). For your level the Light must be centered below the top of your walls and above your character and have a radius larger than your entire level. A lot of the effect is in the level layout itself, but from what you have worked out so far, you have that down.

Hopefully this will help you out (when the project opens everything will look dark, just Play in Editor to see the effect)

Eric Ketchumlink text

Thanks a lot for the help. (Especially the length you went to help!)

From my understanding, this would limit the use of other lights in the scene. Is there a way to apply the post processing to a single light source?

No post process are volumes and will effect anything in them, but the Post Process only changes the Auto Exposure and for the particular look that you want (I am making an assumption here, so I could be wrong.) the other lights in the scene wouldn’t want to have auto exposure either.

Something you might want to consider trying is creating a sphere or cone around your character that acts as a light check and turns lights in rooms on only when inside the check that way you will still get the hard black shadows but also be able to light each room once the character enters it.

Good Luck, make sure your sure your results when your done -

Eric Ketchum