In my case, setting IsFocusable to false was not a desirable solution. I ended up updating FSlateApplication’s UINavigation key event map to prevent space bar to act as “accept” event.
void UHueroFunctionLibraryWidget::InitializeGlobalUINavigationConfig()
{
const auto& SlateApp = FSlateApplication::Get();
const auto Config = SlateApp.GetNavigationConfig();
// In our game we want space bar to be used to go back.
Config->KeyActionRules.Remove(EKeys::SpaceBar);
Config->KeyActionRules.Add(EKeys::SpaceBar, EUINavigationAction::Back);
}
In my setup, I call this function in game instance init event.