Consistent UMG navigation with mouse, keyboard, or gamepad?

Wasn’t Unreal 5 going to improve this?

I’ve also rolled my own entire input handling and menu navigation, but in one case it seems I had to use a built-in button and I managed to work around it, but now I’ve ended up with a reproducible bug that’s just a showstopper for me… guess I’ll try to remove the button widget entirely, but I’m trying to stick with 100% blueprints here…