🔦 Advanced Flashlight System – Fully Modular and Easy to Customize
The Advanced Flashlight System is a powerful and extremely flexible flashlight system, ideal for first-person games with a focus on immersion and control.
Designed with modularity in mind, the system allows the developer to activate or deactivate each function quickly, directly and without complications.
Main Features
Full HUD with battery status
Includes a progress bar that changes color depending on the percentage
The "Good", "Alert" and "Critical" states have customizable colors and thresholds
It also displays the amount of spare batteries and the maximum limit the player can carry (both also fully customizable)
Fully optional battery system
Battery may discharge over time (if enabled)
Flashlight may become dim on low battery (if enabled)
It is possible to recharge the battery if the player has batteries in the "inventory"
Real-time flashlight control (if allowed)
Increase/Decrease Outer Cone Angle and Inner Cone Angle (if allowed)
Increase/Decrease Attenuation Radius (if allowed)
Increase/decrease light intensity (if allowed)
⚠️ Se a opção "baixa bateria afeta luz" estiver ativa, o jogador não poderá aumentar a intensidade com pouca bateria.
High light intensity may consume more battery – fully configurable (enable or disable by boolean)
🛠️ Extremely Customizable System
The system has several variables, well organized into categories, which can be easily adjusted in BP_AC_Flashlight, responsible for all battery configuration and discharge logic.
You decide:
If the flashlight should discharge
If high intensity consumes more battery
Whether or not the player can adjust the flashlight values during the game
When the battery should be considered weak or critical
What color will the HUD show at each battery status
Minimum and maximum limits for all adjustments (radius, angle, intensity)
How much each action changes the flashlight (for example, how much the intensity increases or decreases when pressing a button)
How many spare batteries can the player carry
📌 Highlights:
Easy implementation
100% customizable via Blueprint
Everything is optional
Ideal for horror games
🎮 Integration and Implementation
BP_AC_Flashlight does not control the flashlight directly – it only sets the behavior and flashlight values.
To work correctly, the system must be connected to a character (such as BP_ThirdPersonCharacter), which is the one that controls the inputs and performs actions such as:
Turn the flashlight on/off
Recharge battery
Change angle, radius and intensity of light
Recommended step-by-step implementation:
Add the BPI_FlashlightAndPlayer Interface to your character
Add the Actor Component BP_AC_Flashlight to your character
Add a Spot Light (if necessary, connect the reference manually in the Event Graph)
Copy all the blue code or code marked with [Copy and Paste] in the comments and paste it into your character.
Support and Questions: I am fully available to answer any questions or provide additional support through Discord.
Link: Discord
https://www.fab.com/listings/be2aa71a-5965-45bc-8b54-f84d111a3c76