UI Element Doesn't Sink Input

I have multiple TextButtons under the same frame with increasing ZIndex overlapping each other to represent a hand of cards:

Client View:

Explorer View:
image

These TextButtons are Active and have the appropriate ZIndex (left-most has the smallest ZIndex and rightmost has the highest) and are under a Frame which is under a Screen that has ZIndexBehavior set to sibling. The cards themselves are generated as a pool when the game starts. They contain the following methods to 1) set callbacks on MouseEnter and MouseLeave and 2) connect the MouseEnter and MouseLeave events:
image

The pool manager sets the callback functions as such:
image

The HandLayoutManager’s updateLayout method is as follows:
image

Expected behavior

Expected result: Cards on top sink the input for the cards underneath them that are overlapping, making it so that only top card’s isHovered is set to true. However, for some reason, the card underneath it is able to detect the MouseEnter event as well:

Just to stress how annoying this is, there is a hacky workaround by going through the UserInputs:

but it would be much more pleasant to literally just be able to define the hover behavior in the card itself rather than going from this top level

1 Like