UIListLayout’s AbsoluteContentSize property does not fire any sort of change events in Lua. Neither UIListLayout.Changed, or UIListLayout:GetPropertyChangedSignal(“AbsoluteContentSize”) pick up on changes to AbsoluteContentSize.
Repro Steps:
Load the repro file in Play Solo
Note that the AbsoluteContentSize is currently 0,0
Insert a Frame from Advanced Objects into the UIListLayout’s parent. The UIListLayout’s AbsoluteContentSize is now 100,100, but neither changed event fired and printed to the output
Change any other property of the UIListLayout (e.g. HorizontalAlignment) and note that the change is printed to the output. Only AbsoluteContentSize is broken.
I have a change to make AbsoluteContentSize a “real” property that fires changed events. Before, it was computed every time you accessed it, like Mouse.Hit.
This seems to be happening once again with one of my ScrollingFrames, it’s definitely changing but not firing:
ScrollingFrame:WaitForChild("UIListLayout"):GetPropertyChangedSignal("AbsoluteContentSize"):Connect(function()
print("checking to see if this fires") -- never prints yet the AbsoluteContentSize in explorer changes
ScrollingFrame.CanvasSize = UDim2.new(number, number, number, number)
end)
Hi, I actually have AutomaticCanvasSize on and it’s still not working.
I would have of course posted a new topic, but I am unable to and this was the most relevant existing one, I’m sorry if it’s not related, my bad.