uint8 bGenerateAmbientOcclusionMaterialMask: 1
Whether to generate textures storing the AO computed by Lightmass. These can be accessed through the PrecomputedAOMask material node, Which is useful for blending between material layers on environment assets. Be sure to set DirectIlluminationOcclusionFraction and IndirectIlluminationOcclusionFraction to 0 if you only want the PrecomputedAOMask!