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”.
Still annoying in middle of 2026. The original post was 9 YEARS AGO. I have no idea how this has not been fixed.
For those who come across this, SHIFT+LEFT MOUSE collapses the stack below the item you click on. Then LEFT MOUSE to slowly expand the stack (don’t SHIFT+LEFT MOUSE again, as that will expand the stack). It doesn’t solve the problem, but helps a bit.
But even being able to collapse the stack, it’s still SUPER annoying:
Add a cube, the tree explodes.
SHIFT+LEFT MOUSE to collapse the stack open
LEFT MOUSE to drill down to my cube
Move the cube to a new parent node, the tree explodes open
SHIFT+LEFT MOUSE to collapse the stack
LEFT MOUSE to drill down to my cube
Move the cube’s parent node to a new area, the tree explodes open
Etc, etc
It’s a nightmare to work with. How Epic hasn’t fixed this, I have no idea.