# Hit Result Using HUD Widget

**URL:** <https://forums.unrealengine.com/t/hit-result-using-hud-widget/410871>\
**Category:** UI\
**Tags:** hud, unreal-engine, Widget, question\
**Created:** [November 29, 2017, 10:39am UTC](https://forums.unrealengine.com/t/hit-result-using-hud-widget/410871 "2017-11-29T10:39:41Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [November 30, 2017, 9:50am UTC](https://forums.unrealengine.com/t/hit-result-using-hud-widget/410871/4 "2017-11-30T09:50:06Z")

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Understood, linking your rephrased thread [here](https://answers.unrealengine.com/questions/730772/sphere-trace-without-distance-drop-off.html), seems related.

I do not have a ready solution but you can have a look at this:

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>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Once you have screen size of the object, you can compare it to the designated screen location and determine whether the two overlap. You will need to do a bit of reverse engineering here.

There might be an easier, more obvious way but I’m not aware of any ready-to-go solutions available for something like this.

Perhaps you could briefly describe what it’s going to be used for. It may shed some extra light on how things are supposed to work.

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