UE5.4, Common UI Mouse Cursor Confusion

I am creating a top down tower defense game. I’m using “Cropout Sample Project” as a guiding example for structuring my game. It has been helping me a lot up until I tried to implement the UI system. After adding and removing a widget from the CommonActivatableMainStack from CommonUI Plugin, my mouse clicks (which are important for DragMove mechanic) get consumed. Interestingly my InputMappingContext still works as intented. Only the InputAction which is responsible for reading mouse x,y - Cooridnates doesnt work. From all the fixes I have tried, the only one the works is setting ShowMouseCursor to false before deactivating the widget. The Problem is seeing the mouse cursor in my game at all times is a core mechanic. So what do I do? Has anyone else encounted this problem? I have been trying to fix this for the last two days, but now I’m not sure if I lack the undestanding of how to set up common UI or is it just an engine bug in a newer version? I mean, it works in cropout and I basically copied the whole structure and even copy-pasted some of the blueprints.