UMG touch buttons reacting differently on packaged build

I have posted this question before but had zero answers.
The problem I am facing is this:
I am developing an app for windows touchscreens and I have a pretty complex UI with many buttons triggered by “onclicked” events.
In Editor they all work fine using either mouse or touch but once I package the app, touch input on button widgets only registers as hover event. This also happens in standalone game preview mode.
Switching to “On pressed” events in the blueprints doesn’t solve the issue but switching to “on hovered” does but, as you can understand this becomes problematic when using mouse.
I haven’t been able to recreate the bug in a clean UE4 project (UMG buttons fire both click and press events) so this probably means there is something in my project messing with or blocking the touch inputs.
Could anyone help pointing out which direction I should look towards to debug?

P.S. I have produced an almost identical app a few years ago using UE4.23 and I never encountered this issue with UMG buttons not able to be clicked using touch, which is why I am really furstrated with this whole thing.
Any help is much appreciated

Hey theochron,
without knowing anything about your project (how are the widgets built for example), it’s difficult to understand where’s the problem. If you say that in a clean project it doesn’t happen, maybe there’s something going on into your widgets. Have you tried using the same widgets on a clean project?
Maybe a debug session (with breakpoints inside the engine code and built as Debug) could help too if you’re wondering what’s the cause of the problem.
I hope my answer helps! :grinning:

Hey Scienziatogm Thank you for your response.
I might try migrating the widgets to a clean project to check it out.

Also, after reading my question again, I realised I made it sound like this is some kind of super complex custom C++ build lol.
The whole project is built using blueprints, most UI elements are just basic blueprint buttons drag and dropped from the UMG pallete in designer and using the standard “on clicked” and “on hovered” triggers to build interactivity.
My main troubleshooting so far has been to connect print strings to the various button triggers and check them in PIE and Standalone preview and package build.

Even without any other code attached beyond the print string, touch tap registers as only hover in the package build but as click, press and hover in PIE as it should.
Here is my Pawn Begin Play where the widget is created.

I will try to package in debug mode as you suggested and see what happens. but the main problem is I don’t know what I am looking for exactly.

I wonder why it’s not happening on a clean project if the Blueprints are so simple (just a Print String). :thinking:
With debugging I meant to use Visual Studio and read the engine code (maybe with the help of Visual Assist) to see where those functions (Hovered, Clicked, Pressed) are called and how the touch input is processed inside the engine.
I don’t know if you have some C++ knowledge to do this though, since your UI is BP only if I have understood correctly.
Anyway, since the Hovered event is called on both PIE and packaged version, you can check if it’s from a touch input or from a mouse input with this node: Get Input Touch State | Unreal Engine Documentation
Hope this works! :grinning: