UE4 4.24 SSGI + AO Implementation

Because SSGI is still a hack and faaaar from anything remotely accurate or even GI, it is a desperate one bounce color bleed on a post process effect and it has tons of its own smears and limitations. AO is what you need to catch those edges, we still use AO heavily in a subtle way on offline raytrace renderers!

Both post process AO and SSGI should be used in a very subtle manner as an addition to whatever base shaders you built any excessive or primary uses of these effects creates horrible visual artifacts during motion and muddy imagery during both motion and stills.