How is GetGamepadButtonGlyph on iOS supposed to work?

Hi, I’m currently working on an iOS game using Unreal Engine 5.5.4 source version.

As we want to support physical controller input, we use the GetGamepadButtonGlyph blueprint node to get the properly mapped button glyphs to display in our UI.

Unfortunately, we only get empty/white squares when following the tutorial at Working With iOS Input in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community

After a lot of debugging, I saw that the code inside FIOSGamepadUtils::GetGamepadButtonGlyph cannot work at all. I’m happy to be proven wrong (please do!) but I don’t see how the GlyphsArray would ever be filled with data. It also does not seem to be used anywhere else. I got it working by doing a single change - closing the for-loop before line number 43 at https://github.com/EpicGames/UnrealEngine/blob/6978b63c8951e57d97048d8424a0bebd637dde1d/Engine/Source/Runtime/IOS/IOSPlatformFeatures/Private/IOSGamepadUtils.cpp#L43

This way, the glyph is actually requested if it’s not in the array yet.

Additionally, I’m also changing the tint to white to allow it being colored properly in the game (default color is black). I put this inside FIOSInputInterface::GetGamepadGlyphRawData

Image = [Image imageWithTintColor:[UIColor whiteColor]];

So my question is as follows - how is this supposed to work out-of-the-box? Or do I have a big misunderstanding of how this should be used?

Thx & BR,
Bernie