UMG - How to get rid from the mouse cursor when giving focus?

Thanks @Nightlocke that helped a lot! Have been looking for a solution for ages.
But I still have 2 problems.

1. Problem: Mouse is invisible but can still activate buttons
It’s the same problem @ilya.83 had and @Everynone is describing, but this solution doesn’t help me because I still want to focus the buttons with the Gamepad.
I have a workaround for this, but I’m not very happy with it.
As long as I use the gamepad I set the Mouse position to X:1 and Y:1. And if the mouse is used again, I set the position to previous position.

(
My Workaround:
If Any Key triggers because of a gamepad input, I save the mouse position X & Y and set mouse position to X1,Y1.
In my WP_Custom_Mouse_Cursor I set the position to X1, Y1 every tick as long as gamepad state is true.
If Any Key triggers because of Mouse/Keyboard Input, I set the Mouse position to the saved variables.
)

Is there a solution that simply deactivate the mouse? (“Enable Click Events” and “Enable Mouse Over Events” doesn’t work)

2. Problem: Arrows/D-Pad doesn’t work with “Any Key”, because I use the ue4 UMG Widgets
As long as I have focus on my menu buttons and navigate through my UMG, the “Any Key” node doesn’t count the inputs from Arrows/D-Pad (everything else is tracked).
I check (and uncheck) the “Consume Input” from the Any Key node but that doesn’t change anything. The tooltip for Consume Input is “prevents actors with lower priority from handling this input” so this sounds like I need this setting on my buttons in the UMG or somehow define the priority from Any Key to the highest.

I don’t have a workaround or solution for that problem, can anyone help?