Node-Grid based A*/Dijkstra's Shortest Path, Pathfinding Unreal

Node-Grid based A*/Dijkstra's Shortest Path, Pathfinding Unreal

My implemention of A* for a node grid as opposed to a navigation mesh in Unreal 4 using C++. Uses both Euclidean distance and Manhatten distance Heuristics for guiding the graph. https://github.com/SweeneyPro/NodeGri...