It is still in 4.12!

Even worse with low radius:

I think SSAO really needs to looked into. It worked great in 4.6 or so. Now there is also the issue that only appears in very dark areas, as soon as there is a bit of light hitting a surface it is masked out. While on the other hand emissive gets masked out really badly and you get a dotted dirt looking effect on there. The problem with the heavy masking out by lighting is that when you have a floor lit and the connected wall dark lit you get only AO on the wall, heavy AO that will look like dirt because it doesn’t look like AO anymore with the floor having no AO at all. I could do with a option that just turns off AO masking by lighting. I used SSAO as the only shadowing in Where Is My Hammer with a really old UE4 version and it worked out nicely.
Also, even with a low Radius close surfaces create SSAO on the surfaces far away. It says in the description that it would not. It is also odd that radius and depth bias are not two different things. Radius should change the radius of how thick or small the dark areas are while depth bias should mask it the more distance is in between the surfaces.