Mouse release event consumed by covered sprites

Hi all:

I have 2 translucent Paper2D sprite on a same plane. I want to implement draging sprite by mouse.
So I first set translucent rendering priority to get correct rendering order, and then added onClicked and onReleased mouse event to them.

The problem is, the mouse events are consumed in a seemly random order different from rendering order. For example, when two sprite are overlapping, say SpriteA covered by SpriteB (they have same depth though), when I release the mouse button on SpriteB, the onrelease event sometimes consumed first by SpriteA, so SpriteB receive nothing.

I have tried setting the input priority, but it did not help.
I am working on UE4 4.7.3.

Would someone suggest a solution to this kind of situation?
I will really appreciate your help : )

Hi all:

Finally I managed to get my desired result using orthogonal camera, and manually keep tracking of the depth offsets.
The event receiving order worked as I imagined with orthogonal camera.

But as long as the two sprites have the same depth offset, the event receiving order will not be assured.