I am not using MoveAnything (due to errors generated from it), but don’t know whether there are remnants anyway. But the various popups like for special chest loot or troop recruitment or such cover up the special action button except one pixel line that is understandably difficult to hit and they pretty much completely cover up the cast bar. This bothers me to no end, and I would not be surprised if this was official design.
Someone mentioned that in the past, but that was not much help. No particular frame is shown in that area. It’s inconclusive.
There’s the world frame and the center bit.
I cannot test this while those popups are appearing because I don’t have good opportunities to test that and they tend to vanish quickly anyway.
There’s some detail info on both said frames, but I’m not sure what about that is useful.
What does it tell you if fstack just confirms it is the frames I mentioned?
I mean, I said the cast bar is being covered up, and would you know it, fstack says it’s the “CastingBar”.
So the other frame with the popups will have a name, too, but it’s a well-known UI element, so what does it tell you if I give you the name of what is covering up the cast bar?
Do you need to know possible modifier addons and such? Then I’d still have to catch a moment with a popup. Got any suggestions for easily available tests for that?
Ah, I didn’t expect it to be that different, but it makes sense. Then I will definitely try means of UI reset. Because my popup anchor is towards the bottom, extending upwards. (Unless that’s a setting somewhere.)
UPDATE: When I use MoveAnything to reset the alert frame, it put it on the bottom. That seems to be the Blizzard default. I put it at the top now, but I suspect it will stack towards the top, outside of the screen. I could find no option to change that behavior in MoveAnything.
I also found the layer priority settings and have set cast bar and special action button a layer above the alerts. As long as that works, it’s not so bad if the alerts are at the bottom.
EDIT 2: I disabled Bartender4 and Shadowed Unit Frames and the UI still behaves the same way. And layer order settings aren’t obeyed, have no effect.