Octrees in Unreal Engine 4
Following an interview with Rare, it became immediately obvious to me that I didn’t know enough about 2 things; Unreal Engine 4 and Octrees. To rectify this, I built a mobile application (which definitely didn’t need Octrees), and implemented Octrees for the sake of it.
Octrees were incredibly easy to use as a method of spatial partitioning, and are clearly demonstrated by the blue boxes illustrated on the image to the left. I wrote a blog article on this topic, so if you’re looking for how to implement your own then look here. Octrees worked fine in this application, although there is absolutely no need for Octrees in a 2D application, and you likely want Quadtrees. The primary purpose of Octrees in this sense was to educate myself about how to utilise them.