The title says it. I had a problem where I had a simple camera actor at the world to view my scene (it’ll be a static view point) and by requesting Convert World Location To Screen Location gave me absurd values. I found out it was because Unreal was not using my active camera. Instead, it was using the default Pawn’s Camera (the pawn that’s created automatically if we delete the player start and set None for the Default Pawn Class on GameMode).
I believe it would be much more versatile to have this function on the camera instead of the PlayerController, after all, it depends on the CameraComponent properties, I believe. Then we could request Actor Screen Location from any point of view for specific effects. It’s this way in Unity3D and I think it makes perfect sense, since you want to know the screen position of an Actor from the POV you’re currently using.
I solved my problem by creating a Pawn with only a Camera and setting it to be the Default Pawn Class. But what if wanted to do some game that kept changing POVs and needed to know an actor screen location from each of them? Would I have to keep switching between Pawns? It sounds awful.