# Widget navigation

**URL:** <https://forums.unrealengine.com/t/widget-navigation/2045054>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [September 29, 2024, 6:01pm UTC](https://forums.unrealengine.com/t/widget-navigation/2045054 "2024-09-29T18:01:04Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![SupportiveEntity](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SupportiveEntity](https://forums.unrealengine.com/u/SupportiveEntity)\
**Post date:** [September 29, 2024, 10:05pm UTC](https://forums.unrealengine.com/t/widget-navigation/2045054/2 "2024-09-29T22:05:57Z")

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Hey there @Akimikage! I don’t work with UI too often, but I believe any nuance between the set directions would require some custom code. Roy goes over his method in this thread that may help:

> [@Widget Navigation Does Not Work Diagonally](https://forums.unrealengine.com/t/widget-navigation-does-not-work-diagonally/597825/13):
>
> Meanwhile I scanned the code of Slate, the hittest grid, widget paths and of the slate navigation config and found now way to “inject” diagonal navigation without modifying engine source, even then it is not exactly what I want. For now I use a UserWidget wrapper for unreachable buttons and make that UserWidget hit test “Visible” and focusable. When it receives focus it passes on focus to one of its inner enabled buttons. This is really not something I’d want to bother designers with and this t…

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