It is a long process but i can understand the need for it (lets not go into it as this forum is about this system not that one!).
I will say that i’m itching to add features but cant because its been submitted. (thus showing some implementation stuff in this forum instead)
Thanks for the kind words everyone. Epic has just got backed to me today and asked me to make the drag and drop widgets scale to there size better, its my opinion the inbuilt drag and drop system is not up to the job so i’m going to implement a solution i made some time ago to fix drag and drops problems. You might be able to see in the video that drag and drops scale can be somewhat different to the item size?
This will ***fix issues such as drag and drop ***not functioning in full screen, scale will be 100% accurate, should work somewhat quicker.
All of these things are good, but because i intended this as a learning resource and a base point for everyone i wanted to use the drag and drop system so the code is clean and everyone can relate with the feature. Hopefully to some this will be good news, I know some people have asked me to support full screen drag and drop in the past.
The method i will use will be quick to implement as i will still use the ‘payload’ system. When making a payload i will move a canvas slot on tick/on mouse move to the mouse location, thus replicating the visual aid of drag and drop but still using its data moving and event handling properties. I use this method in my own projects from time to time and it does in fact work better then drag and drop.