Added HBAO+ 4 into my4.20-GameWorks merge. It’s a slightly modified integration to fix some issues: it now uses SSAO RT instead of screen color, which a) lets us use properly in forward rendering b) let’s us use ue4’s own ambient occlusion buffer visualization for HBAO+ c) in deferred, will give weaker AO on lit areas, just like with built-in SSAO. New limitation of approach is that you can’t use HBAO+ and SSAO both on deferred now, so to see HBAO+, make sure SSAO is disabled.