Material Ambient Occlusion

Quick sanity check?

Material AO in the FortniteBase_Parent doesn’t appear to work as I’d expect?

With the following settings, I would expect, that the texture sampler outputs the red channel to both material ao and specular.

Since the same channel is sampled (red), and the specular limits are set to (0, 0.5), I would expect the specular result is a gained down version of my ao. Which I’ve validated is correct.

However, the material ambient occlusion buffer is full white.

Additionally, the name of the sampler “AmbientOcclusion_OR_Specular, …” seems to imply mutual exclusivity of specular and ao… but the rest of parameters don’t seem to imply that. Are these two mutually exclusive somehow?

Bumping. Epic staff is largely missing from just about every post I’ve created on issues I’ve reported.

This interface is clearly a bit of code smell. Why can’t the same channel (red) be output to both AO and Specular, being remapped independently for each material channel. This seems to be implication through the exposed parameters. However the sampler name contradicts that. And there is no information in your documentation that I can find which provides information on how the AO channel is output (is it material AO even contributing to overall AO as any typical game would expect)?

Yes, it is a bit sad! No employee of EPIC, who knows his way around is here to answer a few questions.
EPIC should get better at this! :grinning: :+1: