GuiButton.Active sinks input even if disabled

If you playtest in the repro place the LocalScript under the BoxHandleAdornement with its Adornee to the Baseplate never prints BoxHandleAdornment Clicked if you click with your left mouse button despite the Active property being false on the TextButton. Whilst the TextButton always receives input, as it will always print “TextButton Clicked”


active_guibutton_repo.rbxl (71.0 KB)

Expected behavior

I would expect both the BoxHandleAdornment and TextButton to recieve the input, as the TextButton has its Active property set to false.
Because this is what the docs say, and the Active property does work correctly when used on a Frame (and probably other GuiObjects).

Currently needing this to work because I’m making a plugin where I want to be able to access the mouse, whilst still allowing the user to use the studio move tools.

Edit 25/11/2025: Using GuiState with a Frame instead of a GuiButton works as a workaround, although now I can’t detect left or right clicks.
Although that’s no-longer necessary for me, as I’ve realized just making people bind PluginToolbarButtons is a better way of going about what I need.