Material AO no longer work with DFAO. What is a workaround?

Hi ,

Is there a reason why Material AO node no longer with in conjunction with DFAO?

I understand this might have been intentionally disabled to avoid 2 AO on static objects.
However, Skeletal mesh / char as I understand will not have distance field associated with them hence no AO.

With this , we used AO Map in the material node previously. Right now our character /skeletal mesh have no AO. and this is sad. Capsule shadow seems not very ideal for large skeletal meshes ( vehicle , structures ) …what is an ideal solution.

Is there a workaround for this to force it to turn on?

I’m bumping this! Is there still no solution ?

@Joakimstigsson

In 4.13 I’m not seeing this issue described.

This is my scene setup with a DFAO enabled. The cube closest to the camera is a Skeletal Mesh and the one in the background is a static mesh. Also worth noting if there is any confusion, the AO Material input should only work when not in directly-lit areas.

If you’re having a different issue you may want to post more details for your setup or a sample project that can be tested.

-Tim