How to enable drag and drop while using canvasLayer

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:bust_in_silhouette: Asked By RAC

I am attempting to have a menu follow the camera. When selecting a button on the menu, a sprite pops up. The goal is to let the user drag and drop the sprite into a grid space. In order to have the menu follow the screen, I used a canvas layer. That did everything I wanted. However, it does not allow me to drag and drop the sprite that pops up. Outside the canvas layer, the sprite is able to be grabbed. The buttons are operational in both the canvas layer and outside of it. I have looked up several questions from people who had a similar problem. The links below are some examples of places I have look at,
https://forum.godotengine.org/13845/canvas-layer-and-input-events
https://forum.godotengine.org/26870/unable-mouse_entered-signal-when-area2d-child-canvas-layer
I only used a canvas layer because of its convenience. If there is another way to allow something to remain on screen, then I will do that. Any solution or work around would be appreciated.

:bust_in_silhouette: Reply From: Antilo

I think you must handle mouse events on Inspector ->Mouse->Filter->Stop