I have not tried the newest lighting update yet, but the logic should be the same whatever light object you use: every tick, set the light's position to the camera position (maybe slightly offset to the right and down, like a hand) and its direction from the camera's yaw and pitch. If the spotlight cone ends up too precise, adding a small delay or lerp on the rotation gives a nice weighted feel. If the new lighting does not cover your case, the old trick still works well in first person: a dark overlay layer on top, with a soft circular sprite using the Destination Out blend mode in the center of the screen. A slight random flicker on the radius or opacity sells the effect a lot.