Frustum Cull and Octree

Hi all,

In the function “static int32 FrustumCull(const FScene* Scene, FViewInfo& View)” in SceneVisibility.cpp. It use a for loop on scene PrimitiveBounds, which is a per object cull.
Will an Octree accelerate this process? I remember some engine use Octree for Frustum Cull.

Maybe. But this is not bottleneck. With octree you would have to split code for static and dynamic objects. Added complexity for minor potential gains.