Hello! The user interface kit, has just examples of how you could use gameplay elements with it. You are not meant to use (obviously…) our spell system. The only thing you do have to implement is the interface provided. As long as you can provide the “content” and the “use” function for the actionbar you should be ready to go!
So if you are using a datatable - you should have an actor (wherever you are spawning the spells? - maybe the character?) implement a ‘fake’ version of the BPI actionbar, so that it provides an icon and a cooldown for each slot. So there should be some logic on the interface’s implementation (inside the character).
You can also just spawn a dummy actor for your spells. Whatever you find easier and cleaner for what you are doing.
Hey! You should totally be able to drag/resize etc, the widget. Which version of ue are you using? Also is this happening on all the widgets or only the inventory one? (Does it happen on the spells or map?)
Finally is this a clean project or you migrated to your own? If it’s not in a clean project, try to see if it happens on a new one.
Thanks