UI control sizing problems

Godot Version

4.5

Question

Im working on a UI on my phone and i keep running into the container sizing issue …

I have 4 nodes in a VBoxContainer, each one of them contains some content, sometimes the content wraps over to the next node.
So i went through them all and made sure they were all set to expand.
Then i started shrinking one by modifying the stretch ratio that only contained a button to allow more space for the busier nodes. Sometimes shrinking the nodes stretch caused the top item to grow, sometimes the bottom items grew. Why does this happen, is there a bug or a delay in the way the viewport refreshes?

I’ve already iterated over the nodes and squeezed them in to place, and the UI looks ok when i run the game.

I also wonder why the behaviour seems dependant on previous actions, so setting them in order 1324 is different to 4231. Again this might be because the view is slow to refresh, or could it be that the minimum text size affects the fill and expand reactive mode of the UI?

Of course setting the stretch ratios to [1.0, 0.2, 1.0, 1.0] is going to add up to a 3.2 and not 1.0, the the backend has to run ‘softmax’ or something to put them in fractional percentage form.

[1/3.2, 0.2/3.2, 1/3.2, 1/3.2]

Unfortunately it results in seemingly non deterministic UI editing. Shrinking element 3 appears to grow element 1, and it does because all other elements have a higher percentage of the available space.