Scrolling frame canvas size not properly scaling with AutomaticCanvasSize set to Y

image
As you can see, this gui loads a player’s owned gamepasses however at it tends to not properly scale the canvas size to hold everything. I’ve tried using a function which sets the canvas size to the absolute content size of the UIGridLayout inside of it to no avail, this merely tended to stretch the GUI out heavily when there was a lot of gamepasses inside of it.

All help is appreciated, thank you

(Side note, when I used a function to scale it instead, automatic canvas size was set to none.)

Here’s a workaround that I use for AutomaticCanvasSize. It does the same thing you said you tried with setting the canvas size to the absolute content size. Maybe it wont have the issue of making it stretched out?