# Landscape DFAO Standalone Problem

**URL:** <https://forums.unrealengine.com/t/landscape-dfao-standalone-problem/374176>\
**Category:** Rendering\
**Tags:** dynamic-lighting, standalone-game, Shadows, dfao, unreal-engine, Landscape, question\
**Created:** [October 22, 2016, 9:01pm UTC](https://forums.unrealengine.com/t/landscape-dfao-standalone-problem/374176 "2016-10-22T21:01:14Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![justus10000](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@justus10000](https://forums.unrealengine.com/u/justus10000)\
**Post date:** [October 22, 2016, 9:01pm UTC](https://forums.unrealengine.com/t/landscape-dfao-standalone-problem/374176/1 "2016-10-22T21:01:14Z")

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Hi there!

This is my first time on the UE forum, so in case that I am  
posting in the wrong section I am really sorry.

I am using UE version 4.13.1 and did some testing with “Distance Field Ambient Occlusion”.  
The images below show my problem:  
I created a landscape(import heightmap) and everything worked fine in the editor(img1 = immersive view and img2 = play in new editor window) but as soon as I play the game in standalone mode or launch it some “weird black splatters” occur(img3). I have already found threads about this topic but they mostly describe a problem with the scaling of static meshes and not landscapes. Furthermore I am pretty sure it has to do something with the DFAO because the problem does not occur when setting the sky light to stationary. I know DFAO is still in development so it might be a bug?

Any idea/suggestion/workaround/help is appreciated.

Thank you in advance!

 ![112049-editor-immersive.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/e/8/7e8e7e229935b556449257894e1d4b10a710328e.jpeg)

 ![112068-editor-new_window.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/f/2/8f28ebdbe88c41f5be6d7eea1cc8bad18504f20c.jpeg)

![112070-standalone.gif](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/9/7/f97cb53f8acb33a4efabfeb95d7ec30b9411f04c.gif)

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**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [October 25, 2016, 9:03pm UTC](https://forums.unrealengine.com/t/landscape-dfao-standalone-problem/374176/2 "2016-10-25T21:03:25Z")

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Hi Justus,

I’ve submitted a ticket for this to be investigated. You can track the status here: [Unreal Engine Issues and Bug Tracker (UE-37787)](https://issues.unrealengine.com/issue/UE-37787)

The issue may not be immediately available since we’re updating some things on our back-end for the public issues site. You’ll be able to access it shortly if you need to see or reference it.

As a workaround for the moment, you can use the console command r.AOGlobalDistanceField 0 to disable them while testing. This doesn’t disable DFAO, just the Global Distance Field, which was an optimization method introduced several releases back.

Tim

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**Author:** ![justus10000](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@justus10000](https://forums.unrealengine.com/u/justus10000)\
**Post date:** [October 26, 2016, 4:20pm UTC](https://forums.unrealengine.com/t/landscape-dfao-standalone-problem/374176/3 "2016-10-26T16:20:23Z")

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Hi Tim,

thank you! The workaround works like a charm(for the moment).

Justus

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**Author:** ![justus10000](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@justus10000](https://forums.unrealengine.com/u/justus10000)\
**Post date:** [November 1, 2016, 8:44am UTC](https://forums.unrealengine.com/t/landscape-dfao-standalone-problem/374176/5 "2016-11-01T08:44:35Z")

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Hi ,

Thank you for investigating this problem.  
Just tested it out, this solution works as well.

Thanks  
Justus
