4 th down and 1 let ' s run the most predictable fucking play on the planet . Cooter so brilliant . <| sep |> They kind of middle pathed both games . Parts of each game made it into the others , and similarly parts of both games were missed . This is the best tagline , especially if you were a fan from the original release I own it , I don ' t regret getting it , but it is not a paragon of remasterIf this is your first experience with Homeworld , the Bentusi welcome you . Enjoy your stay . <| sep |> Grats ! I ' m currently in a 300 deep chain looking for one . Mostly terrified I won ' t notice the relatively minor color difference as I Netflix . X <| sep |> I can ' t say I ' ve ever did an against player pawn off collision . Does it still crash if you break the exec wire immediately after branch ? If so it could be that it didn ' t find a player pawn at index 0 . if you run the main viewport you can reference the list of active actors and see if there is a pawn under ownership of Player Controller 0 . If it doesn ' t crash when you break the exec wire then you need to look at what ' s happening in the OpenLevel cause that is what ' s causing the crash . Also , I would recommend having collision logic on the pawnplayer itself , instead of having it for every single zone box . Most likely your player will need such logic for many other tasks is there an NPC in range to talk to , is player in range of a treasure chest , is player in range to pull a lever , etc so what you can do is have a master invisible collision box attached to your player ' s avatar , and then do onCollision and do a series of casts against the different objects that you want the player to interact with . example p s u edocodeOnComponentOverlap PlayerCollision Get other actor Cast to NPCOn Success CastShow dialogue optionOn Failed CastCast To ItemOn Success Cast Show option to pick up itemOn Failed Cast Cast To ZoneLineOn Success CastLoad new areaOn Failed Cast do nothing . If you want to be efficient try to order the list so the most common actor type collision is checked before the less common .