A bug in GetPrecomputedVisibilityData?

I was trying to understand how PrecomputedVisibility works in UE4 and then I found this:

		const float FloatOffsetX = (View.ViewMatrices.ViewOrigin.X - Handler.PrecomputedVisibilityCellBucketOriginXY.X) / Handler.PrecomputedVisibilityCellSizeXY;
		// FMath::TruncToInt rounds toward 0, we want to always round down
		const int32 BucketIndexX = FMath::Abs((FMath::TruncToInt(FloatOffsetX) - (FloatOffsetX < 0.0f ? 1 : 0)) / Handler.PrecomputedVisibilityCellBucketSizeXY % Handler.PrecomputedVisibilityNumCellBuckets);
		const float FloatOffsetY = (View.ViewMatrices.ViewOrigin.Y -Handler.PrecomputedVisibilityCellBucketOriginXY.Y) / Handler.PrecomputedVisibilityCellSizeXY;
		const int32 BucketIndexY = FMath::Abs((FMath::TruncToInt(FloatOffsetY) - (FloatOffsetY < 0.0f ? 1 : 0)) / Handler.PrecomputedVisibilityCellBucketSizeXY % Handler.PrecomputedVisibilityNumCellBuckets);
		const int32 PrecomputedVisibilityBucketIndex = BucketIndexY * Handler.PrecomputedVisibilityCellBucketSizeXY + BucketIndexX;

		check(PrecomputedVisibilityBucketIndex < Handler.PrecomputedVisibilityCellBuckets.Num());

note that in calculating PrecomputedVisibilityBucketIndex, BucketIndexY is multiplied with Handler.PrecomputedVisibilityCellBucketSizeXY, but isn’t it wrong? Since in the definition of FPrecomputedVisibilityHandler we have:

private:

	/** World space origin of the cell grid. */
	FVector2D PrecomputedVisibilityCellBucketOriginXY;

	/** World space size of every cell in x and y. */
	float PrecomputedVisibilityCellSizeXY;

	/** World space height of every cell. */
	float PrecomputedVisibilityCellSizeZ;

	/** Number of cells in each bucket in x and y. */
	int32	PrecomputedVisibilityCellBucketSizeXY;

	/** Number of buckets in x and y. */
	int32	PrecomputedVisibilityNumCellBuckets;

shouldn’t PrecomputedVisibilityNumCellBuckets be used to multiply BucketIndexY other than PrecomputedVisibilityCellBucketSizeXY?
My guess is that since in the default configuration PrecomputedVisibilityCellBucketSizeXY == PrecomputedVisibilityNumCellBuckets == 5, so nobody actually met this problem. Please tell me is it really a bug?