Disable analog stick input on UMG?

I’m trying to make a Menu system similar to Cyberpunk’s in where the cursor is controllable by both Gamepad thumbstick and Mouse but focus between buttons on gamepad is easily switchable via the D-pad (mouse would follow by getting btn transforms and set mouse cursor.) I have the thumbstick cursor navigation set up (pretty easy, currently used for interacting with in game computer screens) however came across the issue in menus with focusable buttons where the cursor movement gets consumed by focus as soon as the cursor focuses a button (Had my menu set focus when cursor hovers.)
This would be fine (I want focus to be there but only D-pad) however the focus navigation w/ thumbstick fully overrides the thumbstick cursor movement script I’ve made. Saw this thread and thought while the use case is different the functionality might be applicable for my use case.

Created the C++ class as a BP Function library, implemented the necessary function, it compiled fine, called in BP for my menu class and it doesn’t work at all. Thumbstick still moves the focus instead of just the D-Pad. I thought there might be a separate UI functionality that might be in play that consumes any input on focus (My Input mode is set to both UI and game btw) since input is especially stiff in Unreal Widgets and if this solution had actually worked there would be something else to tackle (eg: The custom function would disable the thumbstick navigation as intended, but focus would still freeze/consume my thumbstick cursor script) but it seems like it’s not even working at all. Button focus is still controllable via thumbstick.

I thought about disabling focus entirely, but then I’d have to either go cursor only, or create my own “Pseudo Focus” to navigate via D-pad which would require a lot of work just for some menus.

I’ll probably make my own question thread as the use case is different and there might be something else I’m missing for this solution that doesn’t apply to the OP, however if anyone knows if this is somehow different in my Engine Ver (Using 5.3) that could help. Everything is the same as the quoted code (aside from my Project name/API) and everything compiles, and I am able to access the function in BP. Thanks