Looks like my quick start guide for drag drop didn’t survive the drafting stage of the release notes, guess they were already getting a bit hefty - that’s right the release notes were bigger
NOTE: Drag/Drop bug, if you attempt to use it in a fullscreen game it’s going to kick you out. Currently it’s placing the content into a new temp window, on the list to be fixed. Other random stuff, if you attempt to make a button drag/droppable, you’re going to have a bad time. The button is going to capture the mouse on down and the drag will never occur. Also on the list of stuff to fix
Step 1) On Draggable Widget: You will implement the on mouse down event and do something like this: This allows drag detection to be detected, and will maintain it as long as the Drag Key is pressed.
Step 2) On Draggable Widget: When the drag is detected (after movement has overcome the jitter damping in Slate), On Drag Detected will be fired, and you can implement it like this, by creating a DragDropOperation that has a UObject Payload, and some widget representing the dragged content. Here’s an example I made with a spell icon widget.
Step 3) On Droppable Widget, you’ll need to implement some logic that does something with the Payload and Operation. I made a simple example that doesn’t do anything fancy it just moves the payload, which happens to be the spell Widget that the drag occurred on, and it just re-parents it to a widget it controls.
Click on [Root] in both the Draggable and Droppable widget’s, change their visibility to Visible, instead of Self Hit Test Invisible. That way they actually receive these mouse and drop/drag events.