CommonUI: How to restrict widgets within the same Widget Blueprint between Local Players?

Hello, as per title, I have a question regarding Local Players and restricting UI so that each Local Player has access to certain widgets only utilizing CommonUI cardinal navigation support for gamepads.

So the problem is I have a single Widget Blueprint with a hierarchy of interactable buttons. When I add a local user, I want some of the buttons to be excluded from primary player and make them focusable for a newly added Local Player only.

Hierarchy of widgets. Red mark indicates 2 widget groups that are to be separated input-wise:

I initialize the player like this:

And then update ownership of the buttons that I want to be restricted for the new Local Player:

This apporach sadly doesn’t work for me, as after calling Slate.AllowPerUserHitTesting 1, it is still only the primary user who can navigate all the widgets. Tha newly added Local Player has no widgets available to navigate through.

What i found out is after initializng widgets dynamically (calling CreateWidget) I achieve the behaviour I’m aiming for. Meaning the navigation is properly restricted.

I came to a conclusion that something is to be done during widget creation and that it is impossible to mess with widgets inside a single hierarchy the way i would like to. The thing is I didn’t find anything in the code which would answer my question if restricting navigation truly requires separate widget hierarchies or it is me who misses a step.