Exposing vsm bpcf pcf back into UDK

Been absent from tinkering in UDK for awhile.
Long ago I was very happy with the quality of shadows I could get with UDK’s old projection techniques. But I just found out that VSM, BPCF and pcf have been removed from the editing ( in the editor gui at least? )
This seemed to have happened in Feb?
http://forums.epicgames.com/threads/763369-Epic-Games-Releases-February-2011-Unreal-Development-Kit-Beta?p=27928549&viewfull=1#post27928549
[QUOTE=iniside;27928549]I must say this build seems to be only there to avoid whining “where is febuary build!!1oi1n1WTF!in1!”.
For me it cloud be easily skipped.
I’m really looking forward GDC though, to see new major features and annoucments.
Edit:
I have more imporant question what happen to VSM and PCF shadows in Light setting (DominantDirectionalLight) ? I really liked them and used them alot.
Why they were removed ? Perfomance reason ? Hard to maintain ? In any case the overall effect was better compared to shadows are now in.[/QUOTE]

Soft shadows I had for my projects were beautiful.
So I wonder what reason there was for removing the options?
I had a sneaky suspicion that the projection techniques were still in the script so I opened the lightcomponent script and sure enough there is the feature! :D:

clipped from the LightComponent.uc:

enum EShadowProjectionTechnique
{
	/** Shadow projection is rendered using either PCF/VSM based on global settings  */
	ShadowProjTech_Default,
	/** Shadow projection is rendered using the PCF (Percentage Closer Filtering) technique. May have heavy banding artifacts */
	ShadowProjTech_PCF,
	/** Shadow projection is rendered using the VSM (Variance Shadow Map) technique. May have shadow offset and light bleed artifacts */
	ShadowProjTech_VSM,
	/** Shadow projection is rendered using the Low quality Branching PCF technique. May have banding and penumbra detection artifacts */
	ShadowProjTech_BPCF_Low,
	/** Shadow projection is rendered using the Medium quality Branching PCF technique. May have banding and penumbra detection artifacts */
	ShadowProjTech_BPCF_Medium,
	/** Shadow projection is rendered using the High quality Branching PCF technique. May have banding and penumbra detection artifacts */
	ShadowProjTech_BPCF_High
};
/** Type of shadow projection to use for this light */
var EShadowProjectionTechnique ShadowProjectionTechnique;

On the other hand I have no Unrealscript experience.

Is there anyone who knows if it’s that simple? And could help illustrate the procedure to re-introduce the projection techniques back into the editor?
( I have been tinkering blindly and Am wondering if the technique’s are some how exposed in a custom light ( point, dominant etc… ) and inherits the technique from the lightComponent.uc )

Would a new actor be needed? Or does anyone know if there is an ini setting that will re introduce the setting?

Thanks for any softly shadowed illumination on the matter.

edit: seems as if the eve of a holiday is bad timing for a first post :cool:
( that and my first query is probably unsolvable )

either way,

Happy Holidays! ( peace on earth! )