

I'm running into an issue where quads don't seem to be respecting sibling index and end up being invisible because they render behind other UI elements.
I'm using a single SSO canvas and the view (parent object) with the STM that has the quads has a higher sibling index than the view with the objects that are blocking the quads. The text renders as expected - it's only the quads that render behind other stuff.
The objects that the quads are rendering behind are map hexes, which contain several UI Images; and only after setting the parent objects of these images to inactive do the quads show up (even disabling the Image component itself doesn't work - the parent has to be set inactive).
I have no idea why this only occurs with my map hexes and not any other UI objects. The only differences I can see is that the hexes have Masks and a polygon collider 2D; but the issue occurs even if all objects with Masks are disabled, and disabling the colliders doesn't make a difference either. I'm not doing any re-parenting or any weird canvas stuff and I've double checked that parents and sibling indices are correct.
I'm not using any sprites - only UI Images. This issue occurs both with my custom quads as well as the default ones. I'm using Unity 6000.0.58f2 with STM 1.14.7.
EDIT: Same behavior with 1.14.11



