set_pie_widget_focus
Set keyboard or gamepad focus on a live UMG widget in a PIE session so navigation keys work. Resolves the widget by name and calls SetKeyboardFocus.
Instructions
Give keyboard/gamepad FOCUS to a live UMG widget in the running PIE session, so navigation has somewhere to start from. Menus routinely open with nothing focused, and then every navigation key does nothing -- which reads exactly like broken navigation and sends you to debug rules that were fine. Resolves the widget the same way click_pie_widget does (widget_name, optionally drilling in with child_name, nested Widget Blueprints included), then calls UWidget::SetKeyboardFocus. Verify with get_pie_focused_widget and drive from there with inject_key_input route="slate".
Returns: { focused: bool, widget_name: string, widget_class: string, has_keyboard_focus: bool } -- has_keyboard_focus is RE-READ off the widget after the call, so it is evidence and not an echo: false means Slate refused the focus, and the usual cause is that the widget is not focusable (check IsFocusable and its Visibility -- a HitTestInvisible widget cannot take focus).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | Optional world selector, same rules as read_pie_widgets: absent/'pie' | 'server' | 'client' | 'pie:N'. | |
| child_name | No | Optional: after resolving widget_name, drill into this descendant by name (nested Widget Blueprints included). | |
| widget_name | Yes | Name of a live UserWidget added to the viewport, or of a widget inside one. | |
| player_index | No | Optional local player index whose viewport widgets are searched (default 0). |