* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.
[CL 2093556 by Daniel Wright in Main branch]
#ttp 335786 Lighting: Assigning a Material in the Staticmesh editor unbuilds lighting on placed meshes
reviewer Thomas.Sarkanen
[CL 2093124 by Andrew Copland in Main branch]
#ttp 319896 - Skeletalmesh/Staticmesh LOD refactoring: Part 1 (Refactor Static Meshes to use ScreenSize rather than distance)
#branch UE4
#change Removed LOD Distances and added ScreenSize for Static Meshes
[CL 2065408 by Benn Gallagher in Main branch]
#ttp 333283 - EDITOR: Static Mesh will disappear when changing the Z axis from 0 to any other number while using the Build Scale tool
#branch UE4
#proj Editor.StaticMeshEditor
#change Trapped inputs close to zero in FMeshBuildSettingsLayout::OnBuildScale*Changed and rejected them.
#reviewedby Chris.Wood
[CL 2056448 by Richard TalbotWatkin in Main branch]