Buttons have so many perks in UMG. Both keyboard and gamepad can automatically navigate them in both grids and list, they get hover states and you can easily add onclick events to them.
But it’s very difficult to style and animate them, especially for re-use.
So, instead I’d like to create a subclass of the built-in button… but that’s not allowed in Blueprints? There’s only user widgets?
And if you use a user widget, you must handle focus more manually, and you lose the nice, green list of various events you can add.
I hope I misunderstood some of the above and you really can customize a button for use in several widgets and menus (I’d like to add re-usable timeline animations, and put re-usable text labels in them, for example)?