If a fighter multiclasses into sorcerer, when they cast spells do they also replace material components with somatic?

From the Sorcerer class page,

Because you’re a sorcerer, you can usually replace material components with somatic components, so you don’t need to use a material component pouch.

I interpret this to mean that whenever a sorcerer casts a spell that requires a material component (without a cost), then they can choose to replace that component with a somatic one. From the listing on spell components, this means that the spell would keep the manipulate trait, but one important thing would change: the spell no longer requires you to have a hand free to retrieve and manipulate the material component.

Now, if a fighter takes the sorcerer dedication, then from the dedication page,

You cast spells like a sorcerer.

I interpet this to mean that the fighter also gains the ability to replace any material component with a somatic component, and that as a consequence the fighter can cast sorcerer spells without needing a hand free.

Is my interpretation correct?

How does Wish work with spells that interact with material components?

How does wish work with spells that interact with material components?

For example, how does wish work with a spell like leomund’s secret chest? Do an exquisite chest and small chest just appear with the wish? Or do you need them?

Wish says it doesn’t need any expensive components to cast, but things are a bit unclear here.

If a reaction spell has material components, do I already need to be holding them to cast it?

Some spells that are cast with a reaction, such as Feather Fall, require material components. Suppose I am using a component pouch instead of a focus, but I’m not currently holding a small feather. If a trap door opens under the party, am I able to quickly reach for the feather in my pouch as part of the reaction to cast Feather Fall, or am I out of luck?

Obviously this is mostly a non-issue for a caster who uses a spellcasting focus instead of a component pouch, since they are pretty much always holding their focus, and I don’t think there are many (any?) reaction spells with costly or consumed material components.

What material currently appears in the “Wayfinder’s Guide to Eberron” that wasn’t reprinted in the “Eberron: Rising from the Last War” book?

The Wayfinder’s Guide to Eberron (WGtE) was originally released on DMsGuild as a PDF (and on D&D Beyond) in July 2018. (See also this Q&A: What is "Wayfinder's Guide to Eberron"?) The various parts already included in it (races, dragonmarks, magic items) then went through the Unearthed Arcana public playtest process, as did the artificer class.

Eventually, the final versions of this material were published in Eberron: Rising from the Last War (E:RftLW) in November 2019. At that point, WGtE was updated to include the final versions (as they appear in E:RftLW) of the content that was already in it; the official artificer class was added to WGtE as well, though with only 1 of the 3 subclasses that appeared in E:RftLW (the Alchemist).

As of the release of Eberron: Rising from the Last War, it seems like there’s almost no reason to buy the Wayfinder’s Guide to Eberron. Almost every single character option and magic item that exists in WGtE seems to have been reprinted in E:RftLW, and then the latter adds several additional things that are not in WGtE at all: the Artillerist and Battle Smith subclasses for artificer, reprints of bugbears/goblins/hobgoblins, a "new" orc race (though mechanically almost identical to the existing one in Volo’s Guide to Monsters), a group patrons mechanic, seemingly more in-depth lore, a short sample adventure, several additional magic items, and plenty of new monsters/NPCs.

By the way, this stands in stark contrast to Mike Mearls’ claims back when WGtE first came out that any future print product would be complementary, rather than just superseding/replacing WGtE entirely (even if E:RftLW was only a hypothetical at that point):

  • This book and a theoretical print release will be designed to complement each other, though some material (artificer, races) will be duplicated.

  • If we do an Eberron print product, we will design it to complement as much as possible what the PDF presents.
    Some things, like the artificer, races, and basic world info, will be picked up for a print book, but we want fans to be happy owning both.

  • yes, but we will build a print product so that the two complement each other.

However, in responding to someone’s question on /r/dndnext on Reddit about which of the 2 books would be a better purchase (to which the answer was obvious), I did begin to wonder what official material appeared exclusively in Wayfinder’s Guide to Eberron. The only 2 things I’m aware of are listed in my reply to the linked comment, but I was curious whether there was anything else I’d missed. (I’m intentionally choosing not to state which things I identified in my question, so that answers will contain a complete list of WGtE-exclusive material rather than excluding those two.)

What material currently appears only in the Wayfinder’s Guide to Eberron (the latest version, as of November 2019), that wasn’t also reprinted in Eberron: Rising from the Last War?

I’m mainly interested in a summary/list mechanical stuff – e.g. character options, magic items, monsters, etc. – but if there are significant lore elements mentioned only in WGtE and not in E:RftLW, it’d be nice to get a brief summary of what lore is exclusive to WGtE as well. (You don’t need to provide a full rundown of what that WGtE-exclusive lore is – just list the names of topics/sections that only WGtE has lore about, or point out where in WGtE I can find it.) I might count maps and other resources too, if they’re exclusive to WGtE.

Basically, I’m curious about any WGtE-only content that a person couldn’t get simply by buying E:RftLW.

Unity – Root Motion Physic Material Issue

I have a slope with an "icy" physic material with 0 static and dynamic friction. I also have this same physic material set to my model’s capsule collider. The model’s rigid body has a mass of 10.

When the penguin preforms its root motion belly slide on the ice, I expect the physics engine to do its work and see the penguin slide down the slope. However, I instead see a slow, sort of inching down the slope as shown in linked video. When I turn root motion off, the sliding works as expected.

What is going on here? What about root motion would be causing this?

I have tried a slew of root transform position baking options (including y) and it seems none make any difference.

Any insight is much appreciated! Thanks.

Can objects created by Performance of Creation be used as expensive material components?

Tasha’s Cauldron of Everything introduces the College of Creation which gets the class feature Performance of Creation:

As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 20 times your bard level, and the item must be Medium or smaller.

…this isn’t a huge deal since there is a gold limit, so the cost of what you could reach is fairly small, but later on the College grants:

Creative Crescendo

[…]

You are no longer limited by gp value when creating items with Performance of Creation.

Could you create expensive nonmagical objects such as a diamond for resurrection magic, or the 500 gp statue for imprisonment? Would it work when casting these spells?

What spells with material costs or permanent effects could the Warlock: The Genie’s Limited Wish ability apply to?

I’m looking for ways to take the most advantage of this new ability from the upcoming Tasha’s Cauldron of Everything:

You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action. Once you use this feature, you can’t use it again until you finish 1d4 long rests.

Most of the spells with material costs or permanent/"until dispelled" effects I’ve come across either have a cast time longer than 1 action, or are level 7 or higher. So far the only spells I’ve found are Revivify and Continual Flame. What else am I missing?

Does the material component of Booming blade need to the same one used in the attack?

Does the spell specify that the material component need be the same as the one used in the attack?

As part of recent errata to the green-flame blade and booming blade cantrips, their material components have been amended to "a melee weapon worth at least 1 sp" (Sword Coast Adventurer’s Guide, 142).

If not then can you use a separate sword for the component?

Recomendation for material, books in order to learn Machine Learning / Deep learning using Mathematica?

I know that there are plenty of resources web sites and books, MOOC to learn Machine Learning and Deep Learning mostly in Python.

However, I am so curious to know how to learn and code using Mathematica.

Wellcome and thankful for interesting comments about what version it works, libraries, books, tutorials, ebooks, etc for Mathematica users.