small changes
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		@@ -85,11 +85,11 @@ int32 AAdventureMap::GridIndex(int32 qAxial, int32 rAxial)
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AHexTile* AAdventureMap::RandomHex()
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{
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	int32 RandHex = GridIndex(FMath::RandRange(0, GridSize), FMath::RandRange(0, GridSize));
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	while (RandHex > Grid.Num())
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	{
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		RandHex = GridIndex(FMath::RandRange(0, GridSize), FMath::RandRange(0, GridSize));
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	}
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	int32 RandHex = GridIndex(FMath::RandRange(0, GridSize-1), FMath::RandRange(0, GridSize-1));
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	//while (RandHex > Grid.Num())
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	//{
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	//	RandHex = GridIndex(FMath::RandRange(0, GridSize), FMath::RandRange(0, GridSize));
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	//}
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	return Grid[RandHex];
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}
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@@ -99,40 +99,22 @@ TArray<AHexTile*> AAdventureMap::Neighbors(AHexTile* OfHex)
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	int32 Index;
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	Index = GridIndex(OfHex->Q + 1	, OfHex->R + 0	);
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	if ( Index >= 0&& Index < Grid.Num() )
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	{ 
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		if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	}
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	if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	Index = GridIndex(OfHex->Q + 1	, OfHex->R - 1	);
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	if (Index >= 0 && Index < Grid.Num())
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	{
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		if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	}
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	if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	Index = GridIndex(OfHex->Q + 0	, OfHex->R - 1	);
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	if (Index >= 0 && Index < Grid.Num())
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	{
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		if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	}
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	if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	Index = GridIndex(OfHex->Q - 1	, OfHex->R + 0	);
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	if (Index >= 0 && Index < Grid.Num())
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	{
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		if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	}
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	if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	Index = GridIndex(OfHex->Q - 1	, OfHex->R + 1	);
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	if (Index >= 0 && Index < Grid.Num())
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	{
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		if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	}
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	if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	Index = GridIndex(OfHex->Q + 0	, OfHex->R + 1	);
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	if (Index >= 0 && Index < Grid.Num())
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	{
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		if (OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	}
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	if (Index >= 0 && Index < Grid.Num() && OfHex->Distance(Grid[Index]) == 1) { Neighbors.Add(Grid[Index]); }
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	return Neighbors;
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}
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