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This should fix the problem that utility designer fields in a prefab you modify will after some time(or after reimporting this prefab) reset to default values.
They cannot be created anyway and throw an exception, ending up flooding the list.
By adding custom attribute to nodes we get list sorted by categories.
Not the best solution, but should work.
Inherited=true of the attribute makes it so you can have different category variants based on your needs.

For example:
ActionNode ->
(abstract)ComponentStatusChange<T> <-- variant 1, but this will afaik block the ability to have enable and disable folders, your last folder will just be "StatusChange"
(abstract)ComponentEnable<T> <-- variant 2, adding "Component/StatusChange/Enable" here will result in a more detailed path, with enable and disable folders possible
(sealed)ComponentEnable<BoxCollider2D> <-- this will inherit the attribute and appear as element within folder structure.
Heavily inspired by ShaderGraph. Works(hopefully) by pressing Space.
Code is slightly commented, but not heavily tested.
The subcategories are sorted and the elements within too.
Uses idea from abstract class removal from nodes list feature.
Depends on subcategories attribute feature.
After more testing, debug logs and/or comments should most likely be removed.
@g-tretyak
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