Two questions about AO techniques

  1. Why is the skeletal mesh shaded by DFAO, although the documentation says it should not be?

  2. Why is SSAO disabled for hair shading model in the PostProcessAmbientOcclusion.usf file?


*else if(SSAO_NORMAL_MODE == 1)
    {
        // full resolution
        WorldNormal = GetGBufferData(UV, false).WorldNormal;

        FGBufferData GBuffer = GetGBufferData(UV);
        if( GBuffer.ShadingModelID == SHADINGMODELID_HAIR )
        {
**WorldNormal = 0;**
        }
    }*

What is the reason for this?

Maybe I can use the similar method to disable the hair from DFAO shading?


UE4 ver. 4.20