A ToolTip Positioning Bug?

When setting alignment of tooltips (for instance to HA_CENTER, VA_CENTER) they show in strange positions… (not relative to parent)

For some reason in the ToolTip update function there is this:
SetPosition(screenPosition)
I suspect this is what is causing this…very strange…

also it is making the root the parent

Is there any reason for this?
I suspect it would work properly if it didn’t have this at all

Or it could force top left alignment before setting the position as screen position with root parent then reseting this when not visible?

I propose this solution (works):

add these to ToolTip.h:

/// Original horizontal Alignment.
HorizontalAlignment originalHorizontalAlignment_;
/// Original vertical Alignment.
VerticalAlignment originalVerticalAlignment_;

and Change Update funciton in ToolTip.cpp to:

void ToolTip::Update(float timeStep)
{
    // Track the element we are parented to for hovering. When we display, we move ourself to the root element
    // to ensure displaying on top
    UIElement* root = GetRoot();
    if (!root)
        return;
    if (parent_ != root)
        target_ = parent_;

    // If target is removed while we are displaying, we have no choice but to destroy ourself
    if (target_.Expired())
    {
        Remove();
        return;
    }
	
	

    if (target_->IsHovering() && target_->IsVisibleEffective())
    {
        float effectiveDelay = delay_ > 0.0f ? delay_ : GetSubsystem<UI>()->GetDefaultToolTipDelay();

        if (!parentHovered_)
        {
            parentHovered_ = true;
            displayAt_.Reset();
        }
        else if (displayAt_.GetMSec(false) >= (unsigned)(effectiveDelay * 1000.0f) && parent_ == target_)
        {
			originalHorizontalAlignment_ = GetHorizontalAlignment();
			originalVerticalAlignment_ = GetVerticalAlignment();

            originalPosition_ = GetPosition();
            IntVector2 screenPosition = GetScreenPosition();
            SetParent(root);
			SetAlignment(HA_LEFT, VA_TOP);
            SetPosition(screenPosition);
            SetVisible(true);
            // BringToFront() is unreliable in this case as it takes into account only input-enabled elements.
            // Rather just force priority to max
            SetPriority(M_MAX_INT);
        }
    }
    else
    {
        if (IsVisible() && parent_ == root)
        {
            SetParent(target_);
            SetPosition(originalPosition_);
			SetAlignment(originalHorizontalAlignment_, originalVerticalAlignment_);
            SetVisible(false);
        }
        parentHovered_ = false;
        displayAt_.Reset();
    }
}