r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.VisibilityBitmask
VarUnreal Engine Var console variable.
rLumenScreenProbeGatherShortRangeAOHorizonSearchVisibilityBitmask
Description
Whether to use a visibility bitmask for the horizon search instead of min/max horizon angles. This method has the potential to handle thin occluders better because it doesn't assume a continuous depth buffer.
Usage
r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.VisibilityBitmask [value]Set via the console (~) or in DefaultEngine.ini / DefaultGame.ini.

