Here it is, a tile based A* path finding based on breadth-first search
>>> YOU NEED TO HAVE PYTHON KNOWLEDGE FOR THIS!!!
The setup i share is basically a ready to go setup for a hexagon tile and turn based game. 2 characters to move with different path lengths, no (end)turn mechanic, This is a stripped down verion to showcase the A* in use with a character to walk among the path.
(what you see is what you get)
Download: upbge 0.2.5 (can work in bge 2.79 not tested).
tile based shortest path_a__avoid_obstacles.blend (2.2 MB)