How to make a frame ignore clipsdescendants

Trying to make an inventory system while also using the UiDragDetector. However I ran into a problem where the ClipsDescendants would hide my Ui frame making it hard to see where the Ui is going. Turning ClipsDescendants off would show the other Ui that I don’t want to be shown. If you still don’t understand just watch the video (sorry for the laggy vid)

Tried rotating the ui by 1 and moving it, didn’t help. I’d also rather not use that as a solution either

Just parent the UI into another frame that doesn’t have clip descendants everytime it’s about to be dragged.

This messes up the UiDragDetector, essentially making the Ui not draggable

Hmm. Why not just have a clone of the object in a frame with clip descendants set to false and have it be set to the position of the frame the player’s dragging every screen frame?

Basically, keep the system as is and have a copy of the frame being dragged that’s above the first frame.

Sorry for the late reply, had some problem positioning the cloned tool but yeah, cloning the item frame and positioning the cloned item frame to the dragged item frame did work.

[EDIT] Nvm, still having trouble with the positioning. I’ll figure it out later.

May I know a bit more about the trouble?

There’s a limitation with ClipsDescendants where it cannot clip rotated objects. You could make it so that the UI frame you’re dragging has a very small rotation (e.g. 1) to bypass ClipsDescendants. Although, this may be fixed in the future so you cannot guarantee it will always work! (it’s been at least a decade this way though. so I think you’re safe to take advantage of this)