That's a great feature. Thanks for the tip.
Though I'm wondering if it will work when the UIWidgets' square colliders overlap; Even though the custom shapes do not. I was thinking i might have to just have one giant button and then calculate which button they were over and simulate pressing it, but I'll give that hitCheck a look.
The other reason we wanted a 2D collider was so we could use a PolygonCollider2D with UIDragDropItem "receiving area". However, my current hack is working okay. I use a square collider for the first pass, and then check with OverlapPoint using the polygon collider for a second pass.