List View, Tile View Aways Return Handled on Right Clicks

In “Engine\Source\Runtime\Slate\Private\Widgets\Views” the file “STableViewBase.cpp” that I (believe) control List View and Tile View

at:

FReply STableViewBase::OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
	// Zero the scroll velocity so the list stops immediately on mouse down, even if the user does not drag
	InertialScrollManager.ClearScrollVelocity(true);

	if (MouseEvent.GetEffectingButton() == EKeys::RightMouseButton)
	{
		OnRightMouseButtonDown(MouseEvent);
	}

	if (MouseEvent.GetEffectingButton() == EKeys::RightMouseButton && ScrollBar->IsNeeded())
	{
		AmountScrolledWhileRightMouseDown = 0;

		// NOTE: We don't bother capturing the mouse, unless the user starts dragging a few pixels (see the
		// mouse move handling here.) This is important so that the item row has a chance to select
		// items when the right mouse button is released. Just keep in mind that you might not get
		// an OnMouseButtonUp event for the right mouse button if the user moves off of the table before
		// they reach our scroll threshold
		return FReply::Handled();
	}
	else if (this->HasMouseCapture())
	{
		// Consume all mouse buttons while we are RMB-dragging.
		return FReply::Handled();
	}

	return FReply::Unhandled();
}

handled always happens if the user clicks on an item.

The problem is that I need to access actions that are below the list item.

So far, I haven’t found a solution.

My problem is that I’m only using Blueprint. I can’t use CPP for Visual Studio performance reasons, and neither can Compilation Time.

My processor runs the Unreal Editor smoothly, but compiling or building it is terrible.