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for (int32 i = 0; i < Nodes.Num(); i++) {
	FMvNode* Node = &Nodes[i];
	Node->bVisited = false;
	Node->fGlobalGoal = 99000000; //infinity
	Node->fLocalGoal = 99000000; //infinity
	Node->parent = nullptr;
}

line 116 GridStar.cpp

Input by u/EpochVanquisher

This would be better if its not executed everytime you solve. Instead you can reset to bVisted = false, after you get a path, on each node you used. Keeping track of only the tested nodes. And then after it iterate through only those and set them to false.

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C++ unreal engine custom A* Pathfinding

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