WidgetComponent in 3D world: gamepad focus works, mouse click works, but gamepad “press” doesn’t

Hello,

I’m having a problem with UI input and honestly I’m a bit stuck.

I have a UI widget placed in the 3D world using WidgetComponent. It’s an inventory UI for an in-world station. Navigation with a gamepad works fine — I can move focus between buttons without any issues.

Mouse interaction also works as expected.

The problem starts with gamepad input. When a button is focused and I press A / Confirm, the button does not react at all. Instead, the focus is lost and moves to another widget or somewhere outside of this 3D widget. The button never receives the press event.

This is very confusing to me.
If a 3D widget can receive focus from the gamepad and handle navigation, why can’t it handle the confirm/press action from the same device?

I’ve been trying to solve this for almost a week. My project release is getting close, and most of my time goes into fighting UI input instead of developing gameplay, which is quite frustrating.

This is my first serious experience with gamepad-driven UI, so I assume I’m missing some important rule or setup step. Right now I don’t see the correct approach.

If anyone has experience with this or knows how this should be handled properly, I’d really appreciate any advice.

Thank you.

So a few things, make sure you are using Pressed Event like below:

The X(dualsense) button should work by default but O would need to be manually setup.

You might also test with setting the Next/Previous as Stop to prevent it from moving to another widget if that is actually causing the issue.

Also which method are you using to focus/defocus your button, i used those personally and been working fine: