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).
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
>	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]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-300120 in the post.
| 1 | 
| Component | UE - Anim - Sequencer | 
|---|---|
| Affects Versions | 5.6, 5.7 | 
| Target Fix | 5.7 | 
| Fix Commit | 44163879 | 
|---|
| Created | Jun 25, 2025 | 
|---|---|
| Resolved | Jul 18, 2025 | 
| Updated | Jul 28, 2025 |