Hey so I have a issue where I am trying to just drag a icon from one inventory slot to another but everytime I drag the icon it pulls it from the far left side of the screen as shown in this gif - Screen capture - 9b4eafb56e45a5995626ff7b80cf61c7 - Gyazo here is my blueprint - Screenshot - 828848386a9d87476bc9e8df31c07663 - Gyazo I have tried all the fixes on the forum post but nothing seems to work for me I am just so confused at this point on what to do iv tried setting the pivot to mouse down on the drag and drop operation but that just gives it a huge offset. here is a video if I set the pivot to on mouse down - Screen capture - 75a5b6243df2ab1a4cd5e253ce129cd6 - Gyazo
Could you show the hierarchy of the dragged widget? Seems like you’ve placed a canvas there? Or have an incorrectly configured size box.
Screenshot - 20af754d2a9b1b164e4e76de9f90e313 - Gyazo this is the dragged widget that is created on drag detected
I did place a canvas there but it wasn’t working before adding the canvas after trying a bunch of stuff I thought about added one just to see if it changed anything
You do not need a canvas there. What was not working before?
I have removed the canvas but it still does not work like shown in the gifs it does the same
the strange thing is it works perfectly for another Widget I have but when I tried using it for the 3D widget it doesn’t work for example this widget here it works for - Screenshot - 790e480f84742417009ec3cf91e242df - Gyazo but this one it does not - Screenshot - a4460d6761f6240d9b21bbf90e60cbe6 - Gyazo
That’s the crux. I don’t think that’s going to work as these behave very differently from traditional widgets and live in their own layer. There’s no geometry to helping calculate offsets. If there’s a way, I’m not sure what it is.
Which widget do you have drag detection in?
This. In the dragged item itself?
Screenshot - 108d411b17778309208a705fc5118e1e - Gyazo I have it on the same widget on preview mouse button down
its on the inventory slots that get added to a inventory grid
is there a way perhaps to create the widget at a location for example on the mouse location that way it wouldn’t need to jump over?
Yeah, the drag OP has no clue what is going on. The widgets that are in the slots owned by the widget component (world space, right?) sure are confused about their whereabouts.
Not even sure if this would work if the comp was in screenspace, perhaps. If someone can correct me on the above, please do.
Never tried to do anything like this, but if I run into trouble, I’d probably opt for a completely custom solution relying on widget components + widget interaction component tracing rather than drag and drop.
is there a way perhaps to create the widget at a location for example on the mouse location that way it wouldn’t need to jump over?
Yes, but not with drag & drop.
yeah its rendered in world as mesh I will try the widget interaction component
Hey I found a work around its kinda cheesy but it works I just did this and it works - Screenshot - 57204f12d5bf07989cf76d6b924284b3 - Gyazo working result - Screen capture - 6e9f16136656b64884da208081f56ef9 - Gyazo I know this is a low born low IQ bob slayer fix but for now until I figure out the widget interaction component what do u think?
Fake it till you make it.