Common UI and VR

So I have been trying to learn and setup a menu using the New Common UI Using stacks and common activated widgets. The menu is in VR so exists as a widget component in A Blueprint actor, something I have done countless times with previous UMG menus systems without issue.

But With the common UI, any time the menu exists in my level, MY VR character has no input so I cant move or select anything on the menu Or if I am able to select the first option to push another widget then All input stops. Is there some kind of Issue with this and VR because I need to retain gameplay input and character movement but the Common UI steals it how can I work with this?

So I did some simple tests.
I created a standard UMG widget with a simple button that prints text.
works perfectly.

I then load a common UI activatable widget DIRECTLY TO A WIDGET COMPONENT in the scene. with the same text output.
Also works perfectly.

So then I use the container widget to load the first common activatable widget without setting focus to it and I have input. but as soon as I click any button to push a new widget all input is gone :frowning:

So it seems the issue is when an activatable widget is pushed to the stack.
I Thought the common UI was supposed to make things easier :confused: