Here’s a quickie that may work for you, at least consider the following:
- a Spawnbar widget anchored to the bottom of the canvas
- its widgets (border + sizebox) are in an array
- the buttons detect clicks and fire off an Event Dispatcher
- here in Level Blueprint but this belongs in the Player Controller or some kind of spawn manager
- above, we catch the dispatched event, spawn what’s needed and drive it around by hitting geometry
- the moving around can be done in many, many ways and you already have a solution so definitely stick to what makes it logical / comfortable
- you could easily decide which buttons spawn what as the dispatcher can be loaded with data
Even though it may not be exactly what you’re after, perhaps it will inspire you: