SetInteractive Order is prioritized instead of gameObject depth when receiving events for overlapped gameObjects

Thanks for the reply! So far the closest issue I found was overlapping containers Problem with over/out events for two overlapping containers - #2 by samme
This seems to be a similar issue except this also doesn’t seem to work even though there are no containers here, I tried debugging to the source code, and it might be some hit area priority that’s incorrect since it’s based on setInteractive order, should I raise this as an issue on github?