# Make size of world object resolution independent

**URL:** <https://forums.unrealengine.com/t/make-size-of-world-object-resolution-independent/2691596>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, question\
**Created:** [January 12, 2026, 7:28pm UTC](https://forums.unrealengine.com/t/make-size-of-world-object-resolution-independent/2691596 "2026-01-12T19:28:18Z")\
**Posts on this page:** 1\
**Showing post:** 13

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**Author:** ![Denny](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Denny](https://forums.unrealengine.com/u/Denny)\
**Post date:** [January 13, 2026, 5:57pm UTC](https://forums.unrealengine.com/t/make-size-of-world-object-resolution-independent/2691596/13 "2026-01-13T17:57:35Z")

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I recall this old thread that was dealing with similar issues. Maybe you can find the BP nodes you need from there.

> [@Offset in Convert World Location to Screen Location](https://forums.unrealengine.com/t/offset-in-convert-world-location-to-screen-location/301216/18):
>
> Sorry to resurrect but I was facing this same issue in Slate/C++ on UE 5.5 and translating your BP logic to C++ actually worked in my case! FVector2D ViewportSize; ViewportClient-\>GetViewportSize(ViewportSize); float ViewportScale = GetDefault\<UUserInterfaceSettings\>()-\>GetDPIScaleBasedOnSize(FIntPoint(FMath::TruncToInt32(ViewportSize.X), FMath::TruncToInt32(ViewportSize.Y))); ScreenPosition /= ViewportScale; The ScreenPosition variable from above was the result from UGameplayStatics::…

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