# How to disable button hit detection for specific widgets inside a button?

**URL:** <https://forums.unrealengine.com/t/how-to-disable-button-hit-detection-for-specific-widgets-inside-a-button/2764618>\
**Category:** UI\
**Tags:** button, click-event, unreal-engine, Widget\
**Created:** [September 11, 2026, 7:53am UTC](https://forums.unrealengine.com/t/how-to-disable-button-hit-detection-for-specific-widgets-inside-a-button/2764618 "2026-09-11T07:53:46Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![SemanticRain619](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SemanticRain619](https://forums.unrealengine.com/u/SemanticRain619)\
**Post date:** [September 11, 2026, 7:53am UTC](https://forums.unrealengine.com/t/how-to-disable-button-hit-detection-for-specific-widgets-inside-a-button/2764618/1 "2026-09-11T07:53:46Z")

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For certain reasons, I needed to include a VerticalBox inside a button. I want to create a nested structure where a button is placed inside another button, but no matter what I do, the parent button registers the interaction.

How can I ensure that the size of the parent button’s hitbox doesn’t change, allowing for individual hitbox detection using Vertical Boxes? Incidentally, mouse events must be in the Unhandled state.

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [September 11, 2026, 1:51pm UTC](https://forums.unrealengine.com/t/how-to-disable-button-hit-detection-for-specific-widgets-inside-a-button/2764618/2 "2026-09-11T13:51:57Z")

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You could experiment with Precise Click:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/2/e/c2e7bd493e11ccde24b9893915eacd1164e51450.png)

> [@SemanticRain619](#):
>
> create a nested structure where a button is placed inside another button

You’re asking UMG to perform mental gymnastics it’s not used to. At this point I’d consider making you own button out of borders.

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**Author:** ![SemanticRain619](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SemanticRain619](https://forums.unrealengine.com/u/SemanticRain619)\
**Post date:** [September 12, 2026, 1:00am UTC](https://forums.unrealengine.com/t/how-to-disable-button-hit-detection-for-specific-widgets-inside-a-button/2764618/3 "2026-09-12T01:00:55Z")

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It’s strange. UMG clearly enforces commonality and layering, but attempting to do both simultaneously easily breaks it.

I had the option of creating my own buttons, but since I’m already using Common UI across a wide area, it’s too late for that. And probably, I would have run into the same problem even if I had done that.

Fortunately, i have a second option, but I didn’t think it would be such a tedious that I’d actually need it.
