Enabling GTAO in 4.26 produces uniform color instead of accurate occlusion

I wonder if anyone else is experiencing this?

Enabling GTAO produces uniform color instead of accurate occlusion

Steps to reproduce:

  1. Create a third person template project
  2. Enable the Ambient Occlusion buffer visualization mode
  3. Enable GTAO with the console command r.AmbientOcclusion.Method 1

Result: Buffer visualization shows a mostly uniform gray color

Expected: Corners in the scene should be darkened, similar to the default SSAO method

Images 1: Default SSAO (GTAO disabled) 2: Expected GTAO enabled 3: Result GTAO enabled

Wondering if you’ve since solved this on your own? Running into this same issue too.

here a fix is mentioned: GTAO is broken - #9 by anonymous_user_b2b3bc98