Activating Widget prevents Gamepad key presses

Hi,

I’m using Common UI with the Common Activatable Widget. I’ve got a dilemma though…

In order to get the widget to properly activate with my gamepad, I have to call “Activate Widget” function on my widget. However, when I call this function my gamepad buttons (other than the “A” / bottom face button) no longer register, but I need to use other buttons in my UI (i.e. shoulder button to switch screens etc.). For reference, I’m using Input Mode Game and UI.

If I don’t call Activate Widget, then all of the gamepad buttons work but the widget isn’t active so I have to click into the widget and can’t control which button it default starts on (and if it defaults to a disabled button then the gamepad won’t work at all). It’s a poor user experience, but if it defaults to an enabled button once I’ve click a few times then both the widget seems active and my gamepad buttons all work.

Obviously, I need to both activate the widget and still get my gamepad buttons to work? Has anyone managed to figure this out? Seems like it must have come up a bunch but I can’t find anything on it.

Thanks!