UMG- Passing mouse "through" a widget to respect "OnHovered" event within overlapping Button

I have a tooltip widget which follows the player’s cursor when they mouse over any Slot Object (inventory item.)

It works as expected, excluding one problem: Whenever the mouse moves over the tooltip widget itself, it triggers the “OnUnhovered” event from the SlotObject itself. This causes rapid flickering as the tooltip fades out, triggering “OnHovered” and creates a never ending loop for as long as the tooltip is positioned where the mouse cursor is.

I wish to know a way to prevent this issue by (Specifically) allowing the “OnHovered” event from within the slot object to remain “true” even when the Tooltip is being rendered at over the SlotObject.

For reference, the Tooltip widget is all contained within a Size Box with Behavior Visibility set to "Not Hit-Testable (Self & All Children), which I had assumed in design would have prevented this exact problem, but I apparently have a misunderstanding about how “OnHovered” works and what “hit-testable” actually means.

If my desired solution is not possible, and “hovered” cannot be maintained through a widget of higher Z level regardless of settings within that widget, then I am open to suggestions for other ways to identify what my cursor is overlapping (doing this from within my SlotObjects (item slots) themselves is easiest, but I am willing to take a more roundabout route if it produces more reliable results.)

I apologize, I found my problem. Though my class defaults were set to not be hit testable, in the blueprints themselves, I was setting the visibility to “Visible.”
Changing the blueprint logic to set visibility to “not hit-testable” solved the problem.
Once again, I apologize for posting a question I solved shortly afterwards. I swear I don’t post here unless I’ve been stumped for at least a number of hours. It just always seems I figure it out shortly after coming here.