No, but it's possible for controls to redefine their mouse-over area (only for the programmer as of yet though). So we can definitely solve this in some way. Ops, that ERROR message is really not an error message. I just added it when developing as a feedback, and I made it Error so that I could easily spot it. I suggest a new log category called "TEMP" that is easy to spot, and if you accidentally leave it behind, it's easy to find later (even disabling them in NDEBUG mode, just to be on the safe side). Anyway, regardless what 'error' messages you get, is the world clickable? If it's not, then you've got invisible GUI objects blocking. I'm thinking of adding like a wireframe option, so you can see how the GUI objects really look. Notice that the 'empty' control can still be "0 0 100% 100%" (and should be able to be whatever is appropriate if you want to use relative sizing), because I've made its MouseOver() function always return false. So if you can't select the world, then you've got some other kind of control blocking the path. It's easy to spot though, I could always just add the name of the control to the log output, and then you can start the game, pull down the console, and click away.