hey **thankstipscom **, thank you so much for the detailed review.
I think its really honest and fair, reading it really made my day!
There are a few work arounds for this widget collision issue,
i think the issue is that your widget is higher in the **ZOrder **then JcInventory.
JcInventory is designed to go at the very front of a view port, when **JcUserInterface **Widget is not showing is has no collision so it wont cause any problems.
**JcUserInterface **widgets entire canvas (that fills the entire view port) has collision when the inventory is active so thats how JcInventory detects items OnDrop()
I personally find widget collision to be confusing sometimes because its 2D and very layered.
i like to imagine it like this; when an item is dropped or clicked, imagine a ray trace firing into a stack of paper, and one of those pieces of paper is **JcUserInterface **JcInventory.
The easiest way to test this theory would be to expand the ‘Add to view port’ nodes in your Hud that spawn the widgets and change there Z orders accordingly. Also, make sure you turn collision off widgets that don’t 100% need it.
Edit: Another work around if you need the Widget over JcInventory (Not recommended) would be to add a OnDrop override to your new Widget, then have it cast the payload to a JcDragAndDropPayload and call the function that returns the payload to its origin.
OR! You could have override OnDrop and then have it return false, thus your ‘raytrace’ through the paper will continue to the next widget it hits.
There is a Twitch support video going to be done by Epic soon, i suggest anyone interested in making there own UMG widgets watches it! More !