Hi, i have problem with my ScrollingList. If I tested this in Flash Pro it scrolled just fine, but when I imported Scene to UDK my scrollbar stop to work.

Array which was populated to ScrollingList actually consist of 71 elements, but only 24 are showing. How I can activate this ScrollBar in UDK?
This is my MoviePlayer class:

Array which was populated to ScrollingList actually consist of 71 elements, but only 24 are showing. How I can activate this ScrollBar in UDK?

This is my MoviePlayer class:
Code:
class InventoryScene extends GFxMoviePlayer; var PlayerController PlayerOwner; var KingdomsPawn MyPawn; var GFxClikWidget ScrollingList; function TriggerRemoteKismetEvent( name EventName ) { local array<SequenceObject> AllSeqEvents; local Sequence GameSeq; local int i; local WorldInfo WorldInfo; WorldInfo = class'WorldInfo'.static.GetWorldInfo(); GameSeq = WorldInfo.GetGameSequence(); if (GameSeq != None) { // reset the game sequence GameSeq.Reset(); // find any Level Reset events that exist GameSeq.FindSeqObjectsByClass(class'SeqEvent_RemoteEvent', true, AllSeqEvents); // activate them for (i = 0; i < AllSeqEvents.Length; i++) { if(SeqEvent_RemoteEvent(AllSeqEvents[i]).EventName == EventName) SeqEvent_RemoteEvent(AllSeqEvents[i]).CheckActivate(WorldInfo, None); } } } function TickHUD() { } event bool WidgetInitialized(name WidgetName, name WidgetPath, GFxObject Widget) { `log("aaaaaaaaaaaaasdfgh"@WidgetName@WidgetPath); switch(WidgetName) { case ('sl'): // this assumes your Scrolling List has an instance name of 'sl' in Flash. ScrollingList = GFxClikWidget(Widget); SetUpDataProvider(ScrollingList); break; default: break; } return true; } function SetUpDataProvider(GFxClikWidget Widget) { local int i; local GFxObject DataProvider; local GFxObject TempObj; PlayerOwner = GetPC(); MyPawn = KingdomsPawn(PlayerOwner.Pawn); `log("inv length is"@MyPawn.Inventory.Length); DataProvider = CreateArray(); switch(Widget) { case (ScrollingList): for (i = 0; i < MyPawn.Inventory.Length; i++) { TempObj = CreateObject("Object"); TempObj.SetString("name", MyPawn.Inventory[i].InventoryName); TempObj.SetString("label", MyPawn.Inventory[i].InventoryName); TempObj.SetString("description", MyPawn.Inventory[i].InventoryName); TempObj.SetFloat("health", MyPawn.Inventory[i].itemhealth_present); DataProvider.SetElementObject(i, TempObj); } Widget.SetFloat("rowCount", MyPawn.Inventory.Length); // you must specify the row count of scrolling lists manually break; default: break; } Widget.SetObject("dataProvider", DataProvider); } function ItemUsed(int selectedindex) { MyPawn.Inventory.Remove(selectedindex, 1); Close(); TriggerRemoteKismetEvent('OpenInventory'); } DefaultProperties { //this is the HUD. If the HUD is off, then this should be off bDisplayWithHudOff=true //The path to the swf asset we will create later MovieInfo=SwfMovie'GUI.InventoryScene' WidgetBindings.Add((WidgetName="sl",WidgetClass=class'GFxClikWidget')) // this assumes your Scrolling List has an instance name of 'sl' in Flash. }