Pop-Up Dialog Button indexes are skipping index 6

Summary

When working with the Pop-Up Dialog device in UEFN (using Verse), the button indexes received from the RespondingButtonEvent are not sequential as expected.

When subscribing to PopUp.RespondingButtonEvent and printing the ButtonNum value for each button press, the first six buttons return indexes 0–5, which is correct.
However, starting from the seventh button, the event returns 7 instead of 6, and continues sequentially from there (7, 8, 9, …).

This means index 6 is completely skipped, even though the Pop-Up Dialog has the correct number of buttons configured.

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

1.Create a Pop-Up Dialog device and add at least 7 buttons.
2. In Verse, subscribe to the RespondingButtonEvent of the Pop-Up Dialog.
3. Inside the callback function, print the received ButtonNum to the log (for example, using Print(“Button pressed: {ButtonNum}”)).
4. Start the game and press each button in the Pop-Up Dialog one by one.
5. Open the Verse log or Output Log and check the printed button indexes.
6. Observe that the sequence goes 0, 1, 2, 3, 4, 5, 7… — index 6 never appears.

Expected Result

When accessed through Verse, all buttons should have sequential indexes (0, 1, 2, 3, 4, 5, 6, 7, …).

Observed Result

Index 6 is missing. After index 5, the next available button index in Verse is 7.

Platform(s)

Any

I can confirm 100% this bug.

I believe the 6 is the back button i remember seeing an old post about this. Check through the old posts and you might find it.

FORT-1007514 has been ‘Closed’ as a duplicate of an existing known issue. Origin Issue: FORT-956397, Origin Topic: Pop-Up Dialog Buttons 1-6 use 0-Based Indexing but Buttons 7-12 use 1-Based Indexing.