>
> > You can try either putting an "every tick" "sliderobject.y = 100" while dragging.
> > Which will make the object stay in place.
> > And if it reaches beyond the slider itself you use the x value to keep it at the end.
> > "if sliderobject.x = more than 10" "make sliderobejct.x = 10"
> > "if sliderobject.x = less than 0" "make sliderobject.x = 0"
> > This will keep the sliderobject.x in between 0 and 10 while you're dragging and always on 100y.
> >
> > I hope this made sense and it helps you understand how it might work.
> >
>
> Well, not really... but I am trying.
>
> This code seems to be all about moving the slider *object* (as opposed to the slider handle) around.
>
> I have no interest in moving the slider object anywhere, so I am not sure how any of this helps.
>
> Now, on the other hand, I DO want to move the slider handle left and right... as designed. And it does that... so no biggie.
>
> But nowhere in this discussion do I see how to detect that the LMB is down.
>
> How does the above suggestion tell me that the LMB is down?
>
After you've added the mouse object to your project on the layout, just like you would add a new sprite, you go to your events.
And input this condition: "Mouse > Mouse button is down > Left"
Yes, and I've done that from the very start. What I reported with the OP, is that this the Mouse Button is Down fails to function properly, when the pointer is over a control.
Try it for yourself. If you go over a control, and hold LMB, Mouse Button Down will not register it. It literally can not see that in fact the mouse button is being held down.
At least, that is what I am seeing here.
Are you able to verify this?