It’s been three years. Any progress on this?
I get your technical explanations, and that Unreal Engine users are expected to be technical, but as others have mentioned, from a indie user’s perspective, it’s rather silly that there has to be a difference between hover and focus. If a user wants to treat it the same, that should be an option.
It seems really silly to have to enable tick on the widgets and check for focus (and still not be able to call hover manually), especially since there’s animation timelines for widgets now.
EDIT: Here’s my workaround which really should not be necessary at all…
“Master” class:
“Instance” class:
I mean, GetAllWidgetsOfClass can’t even select the default “button” class widget so you can’t ever automatically list all buttons, you have to drag them out manually for each and every menu in the entire game…

I’m a newbie so I really hope I’m wrong… but for example, I made a mistake animating the transforms on the focused button earlier (this apparently causes gamepad navigation to semi-randomly fail for some reason) and searching for umg & “set render transform angle” yields literally two results, one of them a python example and one of them chinese… zero tutorials, zero examples and the documentation seems to be auto generated with no added value.
While I’m at it, the tick thing is just weird, because I have ticks disabled by default in the project settings, and there wasn’t any enable tick in the class settings for UMG, and no method to set it with. Apparently UMG ticks by default even though it’s disabled project wide? Plus, a tangent on this, everyone seems to say to NOT bind variables, because that causes UMG to tick like crazy which is bad. Why was it designed like this?
Anyway, I really hope Epic steps up in this area.