I am running into an interesting problem where my User Widgets no longer recognize “Gamepad Bottom Face Button” when I have UI inputs enabled for a focused widget (even if the widget is a non Common UI inherited widget).
I’ve managed to link the issue to use of Common UI in the project, where if I have the Game viewport Client Class to be set to the one recommended by Common UI, I can no longer use the “Gamepad Bottom Face Button”.
The print log above prints every single button on the gamepad, except for the Bottom face button.
I am in a situation where I need the user to “Press A” without a button or a selectable UI item. Is there a way to prevent Common UI from consuming the button?
My best guess is you’ve set it as a generic input and its working as intended.
Standard practice is to set face bottom button as an Accept button. You will set it as a Generic input in the metadata. Set it as a generic Click Event in your input data. Now Common UI will consume the input and essentially use it as a mouse click.
I have to revive this post, because i was struggeling with the same problem and i think i found the solution.
The cause of the problem is the setting:
CommonUI.ShouldVirtualAcceptSimulateMouseButton
If you deactivate it with (standard is true):
CommonUI.ShouldVirtualAcceptSimulateMouseButton = 0
the Gamepad Face Down Button is not simulating a mouse click anymore and the implemented input action for the Face Down Button is working correctly.
Edit: I just saw the console command got added in UE5.6
For versions <5.6 the only solution would be to override ShouldVirtualAcceptSimulateMouseButton in your FCommonAnalogCursor class