CollapseCategories does not work with AdvancedDisplay

As it stands CollapseCategories will make every field appear regardless whether a UPROPERTY was marked as AdvancedDisplay. If AdvancedDisplay was chosen, I would expect the uproperty to be hidden until AdvancedDisplay is toggled.
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#pragma once

#include "MyGame/Common.hpp"
#include "MyGame/Objects/MyGameObjectGroup.h"
#include "MyGame/AI/Director/MyGameAIDirector.h"

#include "Courage/Common.hpp"
#include "Courage/Debug.hpp"
#include "Courage/Preprocessors.hpp"

#include "CoreMinimal.h"

#include "MyGameAIGroup.generated.h"


class AMyGameCharacter;
class UMyGameAIComponent;

UCLASS(BlueprintType, Blueprintable, CollapseCategories)
class MYGAME_AI_API UMyGameAIGroup : public UMyGameObjectGroup
{
    GENERATED_BODY()

public:
    UPROPERTY(VisibleAnywhere, AdvancedDisplay, meta=(DisplayPriority = 2))
    FMyGameAIDirectorInstance Director;

    void Initialize() override
    {
        COURAGE_ENSURE_OR_RETURN(, _DirectorClass);
        Director = FMyGameAIDirectorInstance(_DirectorClass.GetDefaultObject());
    }

private:
    UPROPERTY(EditAnywhere, meta = (AllowPrivateAccess = "true", DisplayPriority=1))
    TSubclassOf<UMyGameAIDirector> _DirectorClass = nullptr;

};