Ambient Occlusion output problem with shadowing

Hi Tim. Thanks for the answer but I think I didn’t explain about the problem well.

  1. The difference occurs when I enable / disable the light source cast shadow option, not static meshes

  2. I’ve checked the AO buffer with visualizetexture console command and it was fine in both states so I thought it has something to do with the scene color blending or other processes.

  3. Found this issue in 4.4 QA but the screenshots above were taken in 4.7 preview version editor (didn’t modify anything / results are all the same)

  4. Environment : default empty map /
    unbound postprocess volume with AO amount 1.0 /
    the only difference between two is LightSource(directional light) casts shadow or not.

25605-disabled.png

25606-enabled.png

The difference is too significant to assume it as just getting weak.
Thanks for the help :slight_smile: