If you mean in the editor, perhaps indeed you missed on "Selection wrapping" as indicated in the Layout View manual article.
Otherwise, if you mean dynamically "in game", I would have my objects pinned to a sprite used as "background" for the object set. And that is only this object I would move around and dimension according to the set it contains.
Does it make sense with what you are trying to achieve ?
Yes it does make a bit of sense to use the background-sprite, I've also tested that but it becomes a bit tricky when the text string updates to a longer string, the align fails. Maybe i have to test evey string one by one, release the pin and pin again every time the text updates. And I don't want to create a new UI element for every different length.
Maybe I could figure out a smart way to to do it with a function. I don't have C2 in front of me right now, but maybe something like thi could work:
On function "alignGameText".
----> Unpin Text and icon.
----> Set spritefont text to. Your mission text. (Set the text string so i can get the width of the object)
----> Set textbackground.width to icon1.X.width + spritefont.TextWidth + 20. (set the width of the background object based on those 2 objects.
----> Set icon1.X to textbackground.BBoxLeft + (icon1.width/2) (This would set the icon to the far left of the background box)
----> Icon1 pin to textbackground.
----> Set spritefont.X to icon1.BBoxRight + 20 (moves the text to 20 pixels from the icons right edge)
----> Pin spritefont to textbackground.
----> Set textbackground.X to windowidth/2 (centers the background object to screen middle)
Hopefully something like that could probably work, but I have to call this function every time the text updates, to correct the size of the background box, and make sure it's aligned.
Anyway. A built in nesting/grouping feature of objects would be nice though.