No, or at least I don't think so. I've got all the mouse/touch etc. disabled in in my UICamera, the only 2 properties I've got checked in there (that are related to input) are 'Use Keyboard' and 'Use Controller'. Am I right in assuming that this is the only place it needs setting?
My setup is that I've got a 9x5 grid of buttons representing a keyboard, and this needs to be navigated via joypad. I've created each button and applied the UIButtonKeys script to each one, and set up the 4 directions, and it all works fine (by the way, for future reference, is there a quicker way to set up the directions on the ButtonKeys script? took me ages to do 45 buttons) I've also got 2 UIButtonMessage scripts attached to each, one for hover, and one for click. These are needed as I need to update a label with what the user is entering as they navigate the keyboard.
When I first set this up I had it all working, but my default button (the one set as starts selected) wouldn't highlight. It was the active button because if I pressed fire, the click message fired, and if I moved away from it you could tell it was the active button because of where it moved to. However it would not highlight, which is how I ended up in this thread.
I applied the code above to my UIButtonKeys script and now the button is highlighted at start, but if I move away from it, it stays highlighted until I move to it and back again. It's like sending it the hover message using UICamera.Notify is working, but something doesn't know it's been fired so isn't sending the 'UnHover' (assuming that's how it works that is

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