Was the UI button action handler ever fixed?

I have been avoiding working much with the UI designer and even UI in verse because their is (or hopefully was) a bug that made the events not fire for players when pressed (Might have only effected console players even, I can’t remember). Was this ever fixed? I’m in the design phase of a game I want to make, but as it will be UI intensive I’m wondering if this bug was fixed.

UIs made with the UI Blueprint don’t even give my cursor focus when shown. I’m ok with using verse if I must, It’s just I’d like to have images in my UIs.
Edit: I see what I am trying to do better now, it is called MVVM bindings. Do this work in UEFN? Is their more information I can find on them if so?

@Nman_Pkr Thank you for your report! We would like to look into this further, would you be able to submit a bug report using the form available here? Fortnite Creative

I could have sworn I say someone in a video create a UI in UEFN using the UMG designer and add an event binding to it. I’ve looked up and down but can not find it again of course. I should have worded my original question better, So here it goes.

Has anyone had any success using the UMG UI Designer and also having bound events? Will we have to wait until the rest of the UI components are added to Verse such as Images (Major) and Scroll Boxes (Not as important)?

How are others handling showing both images and a UI with event driven content? Are you using two separate UI’s one UMG with the images, and one Verse for the dynamic content? If that does work, how do you get everything to line up / overlap without one or the other not rendering at all? I’ve thought of using this approach, but when one UI overlays another with a higher ZOrder, the precedent UI is not drawn at all (Including the parts of it that would not be covered by the other UI) . As a matter of fact, When I try to show two UI’s that are driven by Verse only one will show at a time, no matter were they are anchored.