After reading your posts I'm blushing and hiding in my lair of shame. When I was setting up a game, I created four cursor and set both active/inactive states for them. "Rotating gears" cursor was added later... and well, I forgot about inactive state. Embarrassing. Thank you for reminding me the obvious
One last thing, and I'm not bothering you anymore. With a current setup, whenever cursor enters the "placeholder slot" area it changes to "rotating gears". And sometimes there is no item in the slot and IMO it looks kinda stupid. Is there an "easy" way of "applying the cursor change" only to "occupied" slots (one that actually holds items)?
I was thinking of adding conditions to interface, something like "Slot 1", "Slot 2" and determining the button (item placeholder slot) visibility wit them - you pick an item, additional "slot" is revealed, you loose the item and slot disappear. But that kind of approach would be probably too problematic to implement and use effectively...