Ambient occlusion node in material does nothing

Hey Daedalus51 -

In a fully dynamic scene (meaning all lighting information is set to a mobility of movable), the AO of every object is generated by the lighting ray traces in the level and the indirect specular of objects in that level would be generated by taking the material settings (Metallic, Roughness and Ambient Occlusion) and having them be influenced by the indirect lighting contributions of a given light source. This is one of the main reason completely movable lighting is such a performance hit and why our engineers came up withe the much more performance friendly DFAO methodology. When I mentioned that it was going to be removed I meant the Material AO Buffer Visualization from the Editor not the AO slot contributions to your scene.

Thank You

Eric Ketchum