**Game Version number: **
1.3.0.125
**Modded?:**
No
**Issue Description:**
When deploying a **MobileHQ** for the first time in **Conflict**, there's a chance that the `ResourceComponent` fails to initialize correctly. This results in the deployed command unit appearing on the map with **0 / 0 supplies**, making it impossible for players to spawn on it.
I've had the most consistent success reproducing this bug on the **CTI_Campaign_Arland** (Conflict Arland) scenario, particularly when playing as the team that spawns on the **southern side** of the island (see screenshots below for reference).
To help identify the issue, I added debug logging to the `CampaignMobileAssemblyStandaloneComponent.c`. The output confirms that `resourceConsumer.GetAggregatedMaxResourceValue()` returns **0**, which shouldn't be possible under normal conditions.
**Debug Output:**
```
SCRIPT : UpdateSuppliesAmount: called
SCRIPT : UpdateSuppliesAmount: Getting MainBase
SCRIPT : UpdateSuppliesAmount: Getting BuildingIconImageset
SCRIPT : UpdateSuppliesAmount: Finding 'Supplies' TextWidget
SCRIPT : UpdateSuppliesAmount: resource widget = RichTextWidget<0x0000020808AE6B80> { Name: 'Supplies' }
SCRIPT : UpdateSuppliesAmount: Finding 'SuppliesIMG' ImageWidget
SCRIPT : UpdateSuppliesAmount: resourceImg widget = ImageWidget<0x0000020808AE52C0> { Name: 'SuppliesIMG' }
SCRIPT : UpdateSuppliesAmount: Finding ResourceComponent on owner
SCRIPT : UpdateSuppliesAmount: Getting ResourceConsumer
SCRIPT : UpdateSuppliesAmount: HasConsumer = 1, Consumer = SCR_ResourceConsumer<0x0000020885D793B8>
SCRIPT : UpdateSuppliesAmount: Getting Aggregated Resource Values
SCRIPT : UpdateSuppliesAmount: Current = 0 / Max = 0
SCRIPT : UpdateSuppliesAmount: Setting text format
SCRIPT : UpdateSuppliesAmount: Loading image from set {F7E8D4834A3AFF2F}UI/Imagesets/Conflict/conflict-icons-bw.imageset
SCRIPT : UpdateSuppliesAmount: Making widgets visible
```