I don’t know what the problem is but I’m assuming there is some sort of light setting that would help fix the issue. Any ideas? Also, here’s what the player character looks like:
Hello, I am having the same issue and I found a fix for this:
With Spring Arm
The ideal length of the Spring Arm in your Unreal Engine scene will depend on various factors, such as the size of your objects, the scale of your scene, and the desired gameplay mechanics or aesthetics you want to achieve. Here are some general considerations to help you determine an appropriate length for your Spring Arm:
Avoid Penetration with Walls or Objects: The main purpose of adjusting the length of the Spring Arm is to prevent the attached Spot Light or other components from penetrating walls or objects in the scene. You should set the length of the Spring Arm so that the Spot Light is positioned a sufficient distance away from walls or objects to prevent any false collisions or clipping.
Provide Adequate Illumination: The length of the Spring Arm should also be long enough to provide adequate illumination for your scene. If the Spring Arm is too short, the Spot Light may not be able to cast light far enough to cover the desired area, resulting in dark or poorly lit areas.
Consider the Scale of Your Scene: The scale of your scene, including the size of objects and the overall layout, can also affect the appropriate length of the Spring Arm. If your scene is large-scale with big objects, you may need a longer Spring Arm to position the Spot Light at an appropriate distance. Conversely, if your scene is small-scale with small objects, a shorter Spring Arm may be sufficient.
Test and Iterate: It’s important to thoroughly test the length of the Spring Arm in your scene and iterate as needed. Playtest your scene and observe the behavior of the flashlight in different situations, including close proximity to walls or objects, and make adjustments to the Spring Arm length as necessary to achieve the desired results.
It’s recommended to experiment with different lengths of the Spring Arm and observe the behavior of the flashlight in your specific scene to determine the most suitable length for your needs. Remember to take into account the specific requirements of your project and consider the trade-offs between collision prevention, illumination, and aesthetics to achieve the best results.
The best solution is to simply decrease the Spring Arm length until you get the result you wanted.
Without Spring Arm
Here are some steps you can take to troubleshoot and resolve the issue of your flashlight stopping near walls in Unreal Engine:
Verify light attenuation settings: Double-check the light attenuation settings of your flashlight. Adjust the attenuation radius and falloff properties to ensure that the light reaches the walls as desired. If the attenuation settings are too low, it may cause the light to stop near walls. Increase the attenuation radius and adjust the falloff properties to allow the light to reach the walls.
Adjust light source position: Review the position of your flashlight in relation to the character or camera. If the flashlight is positioned too close to the character or camera, it may result in collision with walls. Try adjusting the position of the flashlight to be slightly further away from the character or camera to avoid collision issues.
Review shadows settings: Examine the shadows settings in your scene. Shadows can affect how the flashlight appears near walls. Adjust the shadow settings to allow light to penetrate objects and reach the walls as desired.
Consider light source type: Depending on the type of light source you are using for your flashlight, you may need to experiment with different options. For example, spotlights may have more directional control, while point lights may have a more omnidirectional spread. Try using different types of light sources to see which one works best for your specific scenario.
Test and iterate: Make adjustments to your flashlight settings and test the results in your scene. Iterate and fine-tune the settings as needed to achieve the desired behavior.
Consider using a Spring Arm: Even though you mentioned that you are not using a Spring Arm, it could be worth considering adding one to your flashlight setup. A Spring Arm can help in controlling the positioning and behavior of the flashlight in relation to the character or camera, which may potentially resolve issues related to stopping near walls.
Remember to always thoroughly test your flashlight behavior in different scenarios and environments to ensure that it works as expected. If you encounter further issues, consult the Unreal Engine documentation, forums, or seek assistance from the community for additional guidance.