propagated the temporary fix for Neighbors up to A*
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		@@ -117,6 +117,7 @@ TArray<AHexTile*> AAdventureMap::AStar(AHexTile* Start, AHexTile* Goal)
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		// expand frontier & adjust path data
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							// expand frontier & adjust path data
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		for (AHexTile* Neighbor : Neighbors(Candidate)) {
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							for (AHexTile* Neighbor : Neighbors(Candidate)) {
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								if (Neighbor->Distance(Candidate) > 1) { continue; }
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			if (Processed.Contains(Neighbor)) { continue; }
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								if (Processed.Contains(Neighbor)) { continue; }
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			bool bInToExamine = ToExamine.Contains(Neighbor);
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								bool bInToExamine = ToExamine.Contains(Neighbor);
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@@ -144,14 +145,8 @@ TArray<AHexTile*> AAdventureMap::LinkPath(AHexTile* Start, AHexTile* Goal)
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	while (iPathNode != Start) {
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						while (iPathNode != Start) {
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		Path.Emplace(iPathNode);
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							Path.Emplace(iPathNode);
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		if (iPathNode->Distance(iPathNode->CameFrom) > 1) {
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			bChainBroken = true;
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			UE_LOG(LogTemp, Warning, TEXT("Chain is broken in LinkPath function..."));
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		}
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		iPathNode = iPathNode->CameFrom;
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							iPathNode = iPathNode->CameFrom;
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	}
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						}
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						Algo::Reverse(Path);
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	return Path;
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						return Path;
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}
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					}
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@@ -47,9 +47,6 @@ public:
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	UFUNCTION(BlueprintCallable, Category = "Runtime")
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						UFUNCTION(BlueprintCallable, Category = "Runtime")
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		TArray<AHexTile*> LinkPath(AHexTile* Start, AHexTile* Goal);
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							TArray<AHexTile*> LinkPath(AHexTile* Start, AHexTile* Goal);
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	UPROPERTY(BlueprintReadOnly, Category = "debug")
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		bool bChainBroken;
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	// Player spawn section
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						// Player spawn section
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	UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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						UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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