Only real way would be to make the road material listen to other intersecting objects by using distance field gradient.
Then you just add a cone to the lightposts that matches the cone of the light.
The white street material will then isolate the intersecrion and color it different - but you have no option to make it nice and smooth like light operates.
The only way to do that would be to force the street to use a custom moving render target.
You would then capture a special version of the cone mesh or change it to a single point with a falloff value so as to render the fading shade into it.
Its probably more expensive than a post process, so you have to bench it for android on the lowest possible device you want to support.
Then again, if your game is supposed to look like those screenshots and they arent just this way to prevent showing actual work… im not really sure you should be using Unreal.
A 2d engine like Flash used to be would be able to make exactly what you want and it would be a lot easier…
I think it would acrually be easier to render this directly in OpenGL via android studio…