Description

Sequencer's View Options>Expand/Collapse Nodes and Descendants (Shift+V) does not Collapse after being Expanded (UE5.6).
As described in the Steps to Reproduce section, the command expands the properties, but does not shrink them back, if applied to a Spawnable Actor.
The command toggles correctly if applied to a scene instance of an actor.
I've reproduced this behavior on both UE 5.6 and 5.7 (CL43620315).

Steps to Reproduce

On a blank project
Add a PointLight to the scene
Add a Level Sequence
Add the PointLight to the Sequence
Right-click the PointLight in the Sequencer and Convert to Spawnable Actor
Now either use the shortcut SHIFT+V or go to View Options>Expand/Collapse Nodes and Descendants
This expands all the properties in the PointLight
Press SHIFT+V or call View Options>Expand/Collapse Nodes and Descendants again

Expected result: The expanded properties should collapse
Actual result: The expanded properties do not collapse

Callstack

> UnrealEditor-Sequencer.dll!FSequencer::ToggleExpandCollapseNodesAndDescendants() Line 9978 C++
[Inline Frame] UnrealEditor-Sequencer.dll!Invoke(void(FSequencer::*)()) Line 66 C++
[Inline Frame] UnrealEditor-Sequencer.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FSequencer::*)() &) Line 320 C++
UnrealEditor-Sequencer.dll!V::TBaseSPMethodDelegateInstance::ExecuteIfSafe() Line 309 C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 635 C++
UnrealEditor-Slate.dll!FUIAction::Execute() Line 139 C++
UnrealEditor-Slate.dll!FUICommandList::ConditionalProcessCommandBindings(const FKey Key, bool bCtrl, bool bAlt, bool bShift, bool bCmd, bool bRepeat) Line 235 C++
UnrealEditor-Slate.dll!FUICommandList::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 179 C++
UnrealEditor-Sequencer.dll!SSequencer::OnKeyDown(const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent) Line 2970 C++
[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2>::operator()(const FArrangedWidget &) Line 4849 C++
UnrealEditor-Slate.dll!??$Route@VFReply@@VFBubblePolicy@FEventRouter@@UFKeyEvent@@V<lambda_2>@?BG@??ProcessKeyDownEvent@FSlateApplication@@QEAA_NAEBU4@@Z@@FEventRouter@@SA?AVFReply@@PEAVFSlateApplication@@VFBubblePolicy@0@UFKeyEvent@@AEBV<lambda_2>@?BG@??ProcessKeyDownEvent@2@QEAA_NAEBU4@@Z@W4ESlateDebuggingInputEvent@@@Z(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 461 C++
[Inline Frame] UnrealEditor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 430 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4845 C++
UnrealEditor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4756 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2886 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 3570 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 2725 C++
[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 1716 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1722 C++
[External Code]
[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116 C++
UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5554 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 60 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 187 C++
UnrealEditor.exe!GuardedMainWrapper(const wchar_t * CmdLine) Line 128 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 282 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 339 C++
[External Code]

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-300120 in the post.

0
Login to Vote

Unresolved
ComponentUE - Anim - Sequencer
Affects Versions5.65.7
Target Fix5.7
CreatedJun 25, 2025
UpdatedJul 17, 2025
View Jira Issue