Box collider not colliding with Character controller

I have a player with a CharacterController attached. The player can move around.

There are obstacles which the player can collide with. These obstacles have a BoxCollider and a Rigidbody which is set to "kinematic" as I don’t want these obstacles to be affected by physics and they don’t move.

Every time the player collides with an obstacle he receives some damage. To do that I used this piece of code on the obstacle.

private void OnCollisionEnter(Collision collision) {      print("hit");      if (collision.gameObject.tag == "Player") {             collision.gameObject.GetComponent<Player>().TakeDamage(damage);             print("hit player");         }     } 

But the obstacle doesn’t register collision events from the Player.

The player on the other hand is able to receive collision from the obstacle in the OnControllerColliderHit() and I can set the damage received in there but I’m not sure if that’s a good way.

6 random character prefix automatically added to entire DB tables, how / why?

I’m working on a site, live on server. I’m using Navicat for working with the DB. I have the WP DB opened and am 100% sure the tables were just standard tables, using standard wp_ prefix.

While I’m working on another screen in admin area, I needed some user-meta info, I refresh the already opened DB.. and suddenly ALL tables have 6 random character prefix automatically added to entire DB tables!

So now instead of having one table.. wp_usermeta
I now have.. aojsfj_wp_usermeta

Now, opening for example aojsfj_wp_usermeta is not a list of users, it’s just ONE user’s meta. So now the DB has created all separate tables per the few (7) test user accounts, prefixing them with 6 random characters.

Can someone enlighten me on why / how this has happened? So far everything still seems to be working, but the DB + all these new tables can’t be good!

Unreal Engine 4 AI Character Pawn Entirely Unresponsive to Movement Commands

I’m new to game development and to Unreal but I cannot for the life of me get my AI character pawn to move at all using any method I know.

I’m developing a 2d Sidescroller game using a Tilemap. I have made sure collision is set up with the map and tiles, the player character can interact with it all just fine, and I made sure to widen the collision thickness of the map so that the navmesh can properly appear (as seen with the green areas).

Nav Mesh loading. AI spawns in the air and falls down so I know he isn’t overlapping with the ground Nav Mesh loading. AI spawns in the air and falls down so I know he isn't overlapping with the ground

I’ve disabled and enabled collision for the static mesh cube component in the character pawn, but he still doesn’t move. The goal is to get him to follow the player when he sees him. The pawnsensing trigger works just fine, as I had it print whenever he sees him, and he even properly gets to the point of executing the "follow player" function (the print statement works).

However, using AIMoveTo fails every time. I’ve tried putting the player as the target, the player’s worldLocation as a vector, and even an arbitrary point vector to the right of the AI but AIMoveTo fails every time.

I’ve deleted and replaced the NavMesh, and I’ve even tried completely skipping using AIMoveTo and just using Add Movement Input in both the AI Thinking Blueprint and Character Pawn Blueprint but neither make it move. I literally put an Add Movement Input function on the Pawn’s event tick but it never moves.

Any suggestions?

Code: AI Logic event is triggered every tick AI Logic event is triggered every tick

Character Pawn Tick (for debugging). Does not cause the Pawn to move Character Pawn Tick (for debugging). Does not cause the Pawn to move

How should I as a GM handle a player *character* who has a bad memory?

There is a player in my campaign who’s characters defining trait is that they have a bad memory.

I like creating mechanical representations of character traits if it makes sense to do so.

I’ve given the player a Homebrew feat called "bad memory" that basically says "roll disadvantage on any memory based intelligence checks".

My reasoning being that a character with bad memory should not have the same statistical probability of rolling well on a memory based check as a character with a good memory.

This player is adamantly fighting me on this though.

This is his reasoning:

The game already has the scaffolding and complexity in the locations where it is required. There are reasons why things like forgetfulness are included in the traits and features yet don’t have mechanics attached to them. If it was appropriate they would have been added by the devs. Mechanics which make it harder to use a character, and especially mechanics which remove abilities from players, are things which are only used in very rare cases and only ever for very short periods.

Note: This player is a very good role-player. It feels wrong to me to not represent the bad memory mechanically though.

How should I as a GM handle this situation?

Can a character without arms cast spells with somatic components?

My DM and I have been having friendly arguments, and we recently came to what would happen if my character lost all their limbs.

As a gnome beastmaster I said I would always sit on my mount and use mage hand (from magic initiate) when I need to eat or lift things. HOWEVER he argues I wouldn’t be able to perform the somatic component.

So, I ask: is there a way to cast spells without arms? My argument is that since I am learning the cantrip after losing my arms I would have learned it in a way that works with my stumps, but he points out the PHB is pretty clear you need a free hand.

Can a character with the Magic Initiate feat use the appropriate arcane/druidic/holy focus?

The Magic Initiate feat lets you pick a few spells from a number of classes’ spell lists, each of which has their own rules for using a focus in place of material components – notably, it excludes the one casting class that cannot use a focus of any kind, the Ranger.

Also notably, while the feat makes it explicit that you use the appropriate attribute to cast that class’ spells – but not that you gain the use of the appropriate focus. Is there a reason to believe you also gain the ability to use the focus, as per the appropriate class’ Spellcasting (or Pact Magic) feature?

What can make a dragon familiar suitable for a low-level character?

I would like to allow a level ~5 character to have a dragon as a familiar. (My DM style is a little more flexible.) Other than having a “baby dragon,” how would you keep that balanced? I’d also appreciate any advice about running a dragon-assisted campaign.

Addendum: What if I just reduced the HD, and restricted a few abilities? Example, too young to fly, but intelligent to talk and give additional reasoning. Randomly remove a spell-like ability, and/or supernatural ability.

Would I be restricting the player too much, by actually turning the dragon into a pet she needs to take care of, rather than an independent familiar?

Can a player character grapple a ship?


The situation contemplates engaging with a huge or gargantuan ship, by means such as an 18th level Rune Knight using the Runic Juggernaut feature as described in Tasha’s Cauldron of Everything, pg 46 (also applicable for a large rowboat, in which case a ballista/harpoon as described in Storm King’s Thunder pg 133, similar to an Oaken Bolter’s harpoon attack as described in Mordenkainen’s Tome of Foes pg 126).


I am assuming that a vehicle like a ship is not a creature, as that appears to be dealt with in other questions regarding the effects of spells that target creatures but not objects etc.


According to chapter 9 Combat, section Grappling, PHB pg 195, it states (italics mine):

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. //snip// The target of your grapple must be no more than one size larger than you and must be within your reach. //snip// A grappled creature can use its action to escape.

Further according to Appendix A: Conditions, PHB pg 290 it states (italics mine):

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect.

According to chapter 9 Combat, section Making an Attack PHB pg 192, it states (italics mine):

  1. Choosing a target. Pick a target within your attack’s range: a creature, an object, or a location.

According to Objects section, DMG pg 246, it states:

For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.

According to Appendix A: Of Ships and the Sea, section Components, in Ghosts of Saltmarsh (“GoS”) pg 186 states (italics mine):

A ship is composed of different components, each of which comprises multiple objects.

In all the example stat blocks of ships in GoS, despite all of the examples being immune to most condtions, none of them have immunity to the grappled condition (or the restrained condition, for that matter).

According to the description of a Kraken’s Tentacle attack MM pg 197, it states (italics mine):

Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained.

Which is different from a infernal war machine Scavenger’s Grappling Claw, which according to its stat block Descent into Avernus pg 219 it states (italics mine):

Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends.

It appears that an attack would (presumably) be targeting the hull component of a ship, either as (the equivalent of) an object, or a location, however it is unclear which.

It also appears that while the rules for grappling in PHB refer to targeting only creatures, the rules elsewhere strongly imply that items other than creatures can be grappled.

It is not clear whether the rules elsewhere (eg. Kraken, Scavenger, harpoon) can only be used by non player characters, or whether a player character wielding a harpoon/ballista against a large (possibly huge?) ship, or a huge Rune Knight against a huge or gargantuan ship, can make use of the grappling rules. Like this.

Accordingly, can a player character grapple a ship?

What is the longest possible time a player character can spend preparing their spell list?

Steve is a hypothetical PC with 20 levels in Wizard and an intelligence modifier of +5, and as such he can prepare a total of 25 spells every day. He also has all spells a Wizard could ever learn in this spell book, due to a DM who is really generous in giving out spell scrolls.

One morning he says to himself: "Today I am going to cast something amazing, I just can’t decide what". So he sits down and prepares all possible 9th level spells and as many 8th level spells as he can in addition to that. Resulting in him spending 9 minutes each preparing 16 9th level spells (from the PHB, XGtE and TCoE) and 8 minutes each preparing 9 8th level spells. This results in him spending a total of 216 minutes that morning preparing his spell list.

When it is almost noon, he stumbles out of his room, hungry beyond imagination, down to the dining area of the local tavern, he is currently residing in. He is eager to tell his party members all about his amazing plan and finally eat his first meal of the day. To his astonishment his friends are nowhere to be found. They had waited for him for more than 3 hours, planning their whole adventuring day in the process. They are now on their way to kill that green dragon terrorizing the neighboring kingdom, with or without Steve.

"I made a terrible mistake" Steve mutters to himself. "I didn’t even realize how much time had passed. I must be the worst time-wasting spell preparer in tbe history of the multiverse."

But is he really the one who spend the most possible time imaginable to prepare his spell list or is there any way for a player character to spend more time preparing their spell list then Steve did?