Changing parent widget while keeping Transform and Size

Hi I’m working on a card game and am trying to move card widgets around. I have mainly been using the transform for Position and Angle and the Canvas slot’s size the cards are in for the scaling.
Things work perfectly until I try to change the Widget’s parent while keeping it’s Position, Angle and Size.

My main question would be if there isn’t way to get a widget transform and dimensions/size relatively to another widget?

This is the current best I could do:
Parent is the previous widget that owned the card blueprint. I use it to find the Scale my Card was reduced by.
I tried to use Cached Geometry absolute size but it does return crazy results, while local size gives me the full size of the original blueprint.

The Angle seems more or Less Correct.

The Translation gets wrong, mainly on ex-centered cards (see second screenshot)

I have tried many things with the Translation but couldn’t get a perfect result.
One I tried and gives the same results is to do: Canvas->GetCachedGeometry->AbsoluteToLocal. And give it the ReleasedCardcard->LocalToAbsolute as it’s AbsoluteCoordinate argument.

Here you can see the card Translation is pretty incorrect. The angle and the scale are right though.
Important to note, closest to the center of the hand cards are the more accurate their resulting position after the parent change. The center card transition is seemless.

In the first screenshot you might have noticed that after SetRenderTransform the execution continues. It goes to my widget movement manager that has been working flawlessly. Actually if it’s not running after the RenderTransform I get these kind of wild results, Figures (Cards are immobile here, that’s where SetRenderTransform puts them)

Here is how I set up the card in my previous parent in case it could be a factor for anything

I’ve added a video with it. It shows perfectly the issue on ex-centered cards while the middle ones work perfectly
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After many tribulations I have found that my issue with inaccuracies was due to the center of rotation pivot being at 0.5, 0.5 which would move the widget out of its desired position when getting angled.
I kept the pivot at 0.5, 0.5 and made my widgets alignment at 0.5, 0.5 as well as my anchors at 0.5, 0.5. This ensures that all my positions are computed compared to the center of the center of the widget and not the top left.
Of note is the fact that my widgets have to be in a canvas, and that canvas has to be of size 0,0 in my HUD, otherwise I get small positional inaccuracies.
I’m leaving two screenshots of the blueprints for my card widget setup and the change of basis.


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