Does anyone know how to make it where wherever a cone of light shines (cone attenuation) onto an invisible-by-default material it becomes visible? and wherever it is visible(mask/alpha?) then collision = true?
The way I was thinking was if light =1 visibility = true. If visibility (alpha/mask?)= true add collision.
But how would I do this in blueprint? Is it even possible to do with a light source? or something else that matches the edge of where the light shines? Thank you.
Another way of thinking of what I mean is wherever the light shines it paints a mask.
Edit:
The light could have a hidden collision object/volume that is attached to actor that other functions are based on.