I am dynamically creating a window with a close button in UMG. That window is then dynamically filled with various widgets depending on the menu option selected by the user. I can set focus to any focusable widget in the window just fine and it allows keyboard/gamepad navigation to each widget as expected. However, when navigating “UP” from any of the first row’s widgets it only allows the window’s close button to have focus once that row has enough widgets to be somehow considered filled. This is great that it allows the keyboard to navigate to the close button of the window. However, if there are not enough widgets to “fill” the first row of the window then navigating up does nothing.
Proper functionality should be that keyboard navigable items should have the ability to receive focus regardless of the widget spacing of any sub-containers. Without this glitch the keyboard/gamepad closing of menu window to works brilliantly. It appears the ability to navigate up/down is programmatically not being enabled on certain container widgets until one row is considered “filled”. Note: Setting a single inventory widget to fill the entire space horizontally does allow the keyboard functionality to work as expected, of course with an inventory grid size uniformity for each slot widget is ideal.