Detect input type when Button, or any other focusable widget is focused

Hi, I’m want to change my widgets input description depending if Gamepad or Keyboard is used. I kno that I can add AnyKey node in blueprint, then just check if it’s GamepadKey, and then do the magic. That works perfectly, and switches between KB and Gamepad normally.

But the issue is when Slider, Button or any other widget is focused. Then input is consumed, and AnyKey does not get executed at all. And my menus are filled with buttons and other focusable widgets. Is there any way to get the input in C++, or blueprint, much before it gets consumed by focusable widgets? So that I can recognize if it’s Keyboard or Gamepad? Or maybe I can tell widgets to “forward” the input?

Any help is appreciated.
Thanks

Hey guys, bumping this up. Hope you don’t mind. But I really need this one in order to have my UI respond to players input and show correct input tips.