# Common UI ignores my custom Confirm input and always uses the default Gamepad A button. 

**URL:** <https://forums.unrealengine.com/t/common-ui-ignores-my-custom-confirm-input-and-always-uses-the-default-gamepad-a-button/2734437>\
**Category:** UI\
**Tags:** UE-5, unreal-engine, issue, question\
**Created:** [July 8, 2026, 4:32pm UTC](https://forums.unrealengine.com/t/common-ui-ignores-my-custom-confirm-input-and-always-uses-the-default-gamepad-a-button/2734437 "2026-07-08T16:32:31Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Ggty53](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ggty53](https://forums.unrealengine.com/u/Ggty53)\
**Post date:** [July 8, 2026, 4:32pm UTC](https://forums.unrealengine.com/t/common-ui-ignores-my-custom-confirm-input-and-always-uses-the-default-gamepad-a-button/2734437/1 "2026-07-08T16:32:31Z")

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**Engine:** Unreal Engine 5.8  
**Plugin:** Common UI

**Documentation followed:**

> **[Common UI Quickstart Guide for Unreal Engine | Unreal Engine 5.8 Documentation...](https://dev.epicgames.com/documentation/unreal-engine/common-ui-quickstart-guide-for-unreal-engine)**
>
> A first-time walkthrough of Common UI's core features.

I followed the official Common UI Quick Start guide and believe my setup is correct.

### Problem

I created my own Common UI input configuration and changed the **Confirm** action to **Gamepad X**.

However, in-game **Gamepad A** still performs the Confirm action. It behaves as if Unreal Engine’s default Common UI input configuration is still being used instead of mine.

### Things I’ve already checked

- Common UI plugin is enabled.

- Game Viewport Client Class is set to `CommonGameViewportClient`.

- Widgets inherit from `CommonActivatableWidget`.

- Buttons inherit from `CommonButtonBase`.

- My custom Input Data asset and Action Data Table are assigned.

- Deleted `Binaries`, `Intermediate`, and `Saved`, then rebuilt.

- Restarted the editor multiple times.

The issue remains exactly the same.

### Logs

The only CommonUI-related log I consistently see is:

```auto
LogUIActionRouter: Display: Found 0 derived classes when attempting to create action router (CommonUIActionRouterBase)

```

I don’t know whether this is expected or related to the problem.

Has anyone seen a situation where Unreal continues to use the engine’s default Common UI Confirm action (Gamepad A) even though a custom Common UI input configuration is assigned? What else should I check?

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**Author:** ![guanter\_odimme](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@guanter\_odimme](https://forums.unrealengine.com/u/guanter_odimme)\
**Post date:** [October 16, 2026, 9:52am UTC](https://forums.unrealengine.com/t/common-ui-ignores-my-custom-confirm-input-and-always-uses-the-default-gamepad-a-button/2734437/2 "2026-10-16T09:52:10Z")

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i found the same issue as you, yet i can’t find any way to fix it ,and i communicate with epic assistant, he gives me wrong code and wrong document links which is totaly useless.

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**Author:** ![guanter\_odimme](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@guanter\_odimme](https://forums.unrealengine.com/u/guanter_odimme)\
**Post date:** [October 16, 2026, 9:53am UTC](https://forums.unrealengine.com/t/common-ui-ignores-my-custom-confirm-input-and-always-uses-the-default-gamepad-a-button/2734437/3 "2026-10-16T09:53:37Z")

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i also try to show both click action and back action on the bound action bar,but i just cant, too many errors and misfunctions
