Determines how specular should be occluded by DFA0: Apply non-directional AO to specular1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts
Usage
r.AOSpecularOcclusionMode [value]
Set via the console (~) or in DefaultEngine.ini / DefaultGame.ini.