I’m creating a game with the UE4, and I was trying to apply some materials and lightling to test out my Level Design.
Ans when I’m ingame I can see my red lightning at the other side of a wall
Dynamic Lighting will bleed through depending on the thickness of the wall. If there is more thickness it will block the light better. Adjusting the shadow bias can help make this more accurate but a value too low will result in artifacts. It’s a matter of finding a good balance.
Alternatively you can use a stationary light and use lightmaps to bake the shadow information rather than using dynamic lighting. The stationary will provide dynamic lighting for any movable/character object while giving good baked shadow detail for your static meshes.