Hi, not sure how this would help?
Since UiIsPointerOverUiObject tests for all UI indiscriminately...
I need an object that tests if the pointer left a specific UI area, hence I used UiOnPointerExitEvent, because you can choose which gameobject to test.
The problem is that when I enter the area of a separate gameobject, placed on top of the 1st object, the 1st object registers this as "leaving" it's area. Yet the mouse pointer is still technically on top of it, just separated by an extra UI object.
I did try to use the event you suggested though, like this: State1 - UiOnPointerExitEvent. If the event is sent, we flow to State2 - UiIsPointerOverUiObject. If pointer is over UI, we return to State1. If not, we return to State0 - UiOnPointerEnterEvent. But since all the background is made of UI objects, it always returns to State1 (I tried turning off raycasting for all of them).