[Bug] DragDropOperation - UMG/Slate - incorrect FGeometry AbsolutePosition when widget is scaled

Hello.
I have stumbled onto issue related to DragDropOperation in UMG.
when widget have transform applied and trying to drag said widget. It’s DecorativeWidget is not shown at mouse location, but instead spawning almost at top left corner of the window and if, for example, its Pivot is set to EDragPivot::CenterCenter, it “flies” to mouse position.
In the attached .zip archive I have project created on blank template, that inhibits this behavior.

I’ve tracked down the culprit being FGeometry.AbsolutePosition having incorrect value.
Per Documentation, AbsolutePosition variable is deprecated as it does not take into account render transforms:
FGeometry
but, yet, it is used in .\UE_4.19\Engine\Source\Runtime\UMG\Private\Slate\SObjectWidget.cpp function
FReply SObjectWidget::OnDragDetected on line 317 - FVector2D ScreenDrageePosition = MyGeometry.AbsolutePosition; thus setting initial spawn position for DecorativeWidget (DragVisual), which in turn is

passed into FUMGDragDropOp::New(...) function, that sets StartingScreenPos variable used in .\UE_4.19\Engine\Source\Runtime\UMG\Public\Slate\UMGDragDropOp.h function void FUMGDragDropOp::OnDragged. where it calculates its location on screen.

Same issue was experienced here.

Here in the attachment is a setup that replicates that same issue on a blank template. While it is in Blueprints, same behaviour is experienced in C++ project.
Possible solution/workaround would be appreciated.

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

Did not know about new system. Thanks for the heads up. Submitted a report there.