That is a good idea, but not practical to implement in the current form unfortunately, the NPC movement is controlled by a very rudimentary system that is provided in unreal engine, I'd need to build some more advanced AI logic for something like that. I did have a similar idea that I could add a pop up arrow to point the player towards the nearest agent if they had not found one for x amount of time but did not manage to make that work. Regarding the lighting I agree this corridor is a bit dark, I should probably increase the indirect lighting effects.