UMG gamepad support

I found a post about a node onkeydown. While I was testing to see if this would be viable to add gamepad control to my umg. I found an interesting effect. If I add the nodes like in my picture I can get a selection box. I can then select different buttons. I can even select the button with A-Button or cancel with B-Button. Keyboard then works for selecting as well. Works great honestly. However when I compile out to android this effect no longer works. To be honest I’m not even sure what is enabling this feature. When I add that node ANY where else it no longer functions. It has to be added to the onkeydown node in this format in the UMG. Putting that same node in the main event graph with an event construct doesn’t trigger it either. I’d like to get this working for android. Any ideas what I’m doing wrong here?

I have found that not all buttons are working in the UMG on android. D-pad and Thumbsticks and LT-RT do not trigger in umg on android, rest of the buttons work fine. Keyboard focus also does not work in android. Right now you can’t use thumbstick/dpad to control the UMG menu until this gets fixed.

I know this is a little late but I finally got an answer from Epic on my post about the same thing. Wes Bunn provided me with a project template to download and look through. My project is for a gamepad controller but the template may still help you if you have not figured it out yet.

Check it out and I hope it helps you out.