In the second case, not only are you saving precious screen space by removing the header (every bit counts when your details panel is full of variables you’re trying to monitor or edit), but also when you minimize your top-level category tab, it minimizes all of your variables under that category. This gfy should never happen!
It may be a minor change, but for those of us who use variable subcategories it feels like a pretty big quality of life improvement.
*Note: *This also applies to sub-sub-categories - i.e. “My Category | Child Category | Grandchild Category”, as seen below:
Check the spelling of your “My Category”, maybe some spaces are there, that confuse Details panel. Event My Category | Subcategory. That spaces around | are counted as part of the name, so your trees diverged (looks like you base category is called “My Category”, not "My Category " )
Actually I vote for automatic sanitizing of entered Category names by editor, and make Category|Subcategory syntax same in C++ code. There we use Category:Subcategory, for some reason.
This is definitely looks like one category written with space and another without. UE4 automatically add spaces for “visualization” of variable/category name while allowing to keep proper names for objects
Sorry for asking a year later… but how does Unreal auto-arrange these subcategories? I can’t rearrange them manually. And Unreal simply places them kinda randomly. Not alphabetically. Not manually. How?..