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(see PostWidgetInit() in the GGHUDGfxInGame.uc class).
Can you try and separate the init phase and the population of data? That's why I'm using PostWidgetInit(), to give it an extra frame so that the flash assets can be properly initialized before used.
My suggestion is to have AddInventory() when the HUD movie is created and then call Setup() in PostWidgetInit(). This way you only have to unhide the inventory hud and populate the data when you enter the vehicle.
If this fixes your issue I can explain why you need to do it this way =)
I can't do what you propose because I do not own the HUD movie, I use the default one, so I can't change the content of its PostWidgetInit() function ;)
Anyway I tried to move the Setup() function to another place, this didn't help, but when testing it I accidentally found that the HUD was correctly updated when objects were added when the inventory was open ^^ This allowed me to understand an important thing: if you call PopulateInventory() when the inventory is not yet visible on the screen it have no effect XD
So the real problem was that I was calling PopulateInventory() too soon (on the keypress that open the inventory) and at that time the inventory was in fact not yet on the screen :) After moving the PopulateInventory() function to the next tick, everything started to work like a charm :p
There are a few issues that I've come across after working with Scaleform on Sanctum and Goat Simulator. And what bothers me the most is that things aren't fully initialized and ready for use even if they are by the game marked as so. For instance; the event WidgetInitialized() is the place where you should do init things on widgets. However lists and their listitemrenderers require an extra frame before they can be used by some mysterious reason.
Anyways, great to see that you got it working ;)