When making more complex menus it helps to be able to ‘collapse’ branches in the hierarchy that are not being edited.
In this quick example, on the Left side I have collapsed the branch starting with the Border so I can see the rest more easily.
But the moment I compile the widget, it expands back out to show every component.
.
In an example this small it is no matter, but when you are closing a dozen or more branches it is quite a hassle to have to go back and find and close them all each time you hit compile or save.
Is there no option to stop it re-opening these branches until you do so manually?
It is not a bug, someone intentionally coded this as a feature/default with wrong assumptions that people prefer this as a default rather than leaving things as-is.
I see every developer spending extra seconds, every time this “feature” enables itself.
This should be fixed - still a thing in Unreal 5.1.1.
I always have to duplicate objects, and thousand of chidden in the hierarchy are studently shown. Then I have to scroll all the way up, to close auto-expanded hierarchies. I probably lost hours of development time in total, due to this thing.
I think someone smart could find a code part that does this in the engine, then we could recompile it to get rid of this “feature”.