How do I create a event trigger for: OnHover events on UI elements. (with a controller)

I used this to get to where I am right now: My code works for mouse hover but not a game pad.

What I think I need is a way to get the GameObject of the hovered target but, I don’t know how to get that. Or a way to move the cursor to the selection of the game pad

https://gamedev.stackexchange.com/questions/116801/how-to-display-text-when-mouse-hover-button-in-unity-3d

Here is my Code so far for this portion of my project:

public class OnClickSelect : MonoBehaviour {

public EventSystem eventSystem;
public GameObject selectedObject;
private bool buttonSelected;

//public List<GameObject> hovered; //uhh

public Image artwork;
public Text nameText;
//public Text Description;
public Text codeText;
public Text damageText;
public Chip currentChip;
// Use this for initialization
void Start() {
    SetDisplay();
    Debug.Log(selectedObject.name);
    eventSystem.SetSelectedGameObject(selectedObject);
}

// Update is called once per frame
void Update() {

    if (Input.GetAxisRaw("Vertical") != 0 && buttonSelected == false) 
    {
        Debug.Log("Mouse Over: " + EventSystem.current.currentSelectedGameObject.name);
        eventSystem.SetSelectedGameObject(selectedObject);
        //Debug.Log(eventSystem.currentSelectedGameObject.name);
        //SetDisplay();
        buttonSelected = true;
        SetDisplay();
    }
    
}

public void OnPointerEnter(GameObject pointerEnter)
{
    currentChip = pointerEnter.GetComponent<DisplayChip>().chip;
    Debug.Log(currentChip.name);
    SetDisplay();
}

private void SetDisplay()
{
    //Debug.Log("hi");
    //currentChip = selectedObject.GetComponent<DisplayChip>().chip;
    if (currentChip != null)
    {

        nameText.text = currentChip.chipName;
        artwork.sprite = currentChip.artwork;
        damageText.text = currentChip.Damage.ToString();
        codeText.text = currentChip.code;
        //chip = Chip;
    }
}
private void OnDisable()
{
    buttonSelected = false;
}

You need to write new code for the controller and not try to reuse the same code that you use for the mouse. @unity_leqiFOxfApLjKw