Need help fixing hexagon a* algorithm

So I’ve been following this Unity tutorial and translating it to blueprint:…x-map/part-16/
So far I’ve gotten a working breadth first pathfinding algorithm going, but when I added the priority queue and such the algorithm breaks. I swear I have double checked everything, but I’m sure its a simple fix. Any ideas? Please let me know how I can further clarify, or if there are inherent flaws in this setup. Thanks! And much appreciated.

Edit: The source and interpreted tutorial files are in the below posts. I did not know I could edit posts at the time of creation so sorry this is a three post thread :slight_smile:

Here are my interpretations of the tutorial’s c# code (the tutorial only provided pieces, some of which change from section to section, so I had to stitch them all together), with changes and comments made to help me and anyone else figure out how to translate well to blueprint.

I uploaded my project to Google Drive for anyone who wants a look. For your convenience, I also found a way to display the blueprints online.

Another side note, the error that shows is that the neighbors aren’t being set, or are being removed. I still can’t figure it out.
"Blueprint Runtime Error: “Accessed None trying to read property SearchCellCurrentCell”. Blueprint: HexGrid Function: Search Graph: Search Node: Get Neighbor



HexCell Functions:
UpdateSearchPriority: HexCell UpdateSearchPriority > | PasteBin For Unreal Engine 4

Hexgrid Functions:
FindPath: HexGrid FindPath > | PasteBin For Unreal Engine 4
Search: HexGrid Search > | PasteBin For Unreal Engine 4
DistanceTo: HexGrid DistanceTo > | PasteBin For Unreal Engine 4

HexCellPriorityQueue Functions:
Enqueue: HexCellPriorityQueue Enqueue > | PasteBin For Unreal Engine 4
Dequeue: HexCellPriorityQueue Dequeue > | PasteBin For Unreal Engine 4
Change: HexCellPriorityQueue Change > | PasteBin For Unreal Engine 4
Clear: HexCellPriorityQueue Change > | PasteBin For Unreal Engine 4