Widget Events Not Triggering (Button) nor Input

For the life of me, I cannot figure out why my UI is not triggering button events nor registering gamepad input
The Gamepad widget uses what I assume is raw iput event nodes (If I add the widget directly to viewport

My Setup:
PC_FRZR - PC_FRZR posted by anonymous | blueprintUE | PasteBin For Unreal Engine
HUD_FRZR - HUD_FRZR posted by anonymous | blueprintUE | PasteBin For Unreal Engine
HUD_FRZR “Create UI” - HUD_FRZR "Create UI" posted by anonymous | blueprintUE | PasteBin For Unreal Engine
WBP_FRZR_UI (No Code)


WBP_Gamepad_FRZR - WBP_Gamepad_FRZR posted by anonymous | blueprintUE | PasteBin For Unreal Engine

WBP_Panel_PauseMenu

WBP_PanelContent_SubmenuList_Vert_FRZR - WBP_PanelContent_SubmenuList_Vert_FRZR posted by anonymous | blueprintUE | PasteBin For Unreal Engine

I have even setup a basic blank level, game mode, hud ect, added the gamepad widget to viewport, set owner and still cant get input to register

Widgets are ticking, frm what I can tell everything is enabled, Inout mode game and UI
I feel like I am missing something that should be completely obvious or something

The buttons in the Pause Menu dont work, and the controller widget does not update.
At one point, I could add the Gamepad widget directly to viewport, andit would update widget using the nodes currently in the widgets graph for inputs, but then when placed inside the WBP_FRZR_UI widget, would not work.
Now I cant even get that to work. SOmething has changed and I cannot for the life of me figure out what I am miossing

All of my Enhanced Input Actions are all set to


So they should not be consuming input - and he only place I am using enhanced input is to hit button to bring up pasue menu - the gamepad widget uses the “raw” input nodes…

I even have a different GameMode, GameInstance etc. for a different project in this same project, and if I switch the game mode etc for that project, everyhting works for that project regarding UI buttons etc.

I cannot find what is different about that setup, that that works and this does not

I did figure out it had something to do with Enhanced Input - I am still trying to figure out what is happening, and will add more when I debug more in detail.

HOWEVER, my gamepad widget still does not update. I want the gamepad widget to ALWAYS update, no matter what or how many mapping contexts are used. Previously, I was able to get it working using the “raw” input nodes (the ones in the widget now in this post), and Input mappings as well, but the widget is still not updating.

Any thoughts on why this may be?
Will I have to make a mapping context and separate input actions just for the gamepad widget? Seems like a lot more work than necessary if I could just use the raw input nodes to update the widget