# Offset in Convert World Location to Screen Location

**URL:** <https://forums.unrealengine.com/t/offset-in-convert-world-location-to-screen-location/301216>\
**Category:** Community & Industry Discussion\
**Tags:** world, space, position, conversion, unreal-engine, screen, question\
**Created:** [December 10, 2014, 8:04pm UTC](https://forums.unrealengine.com/t/offset-in-convert-world-location-to-screen-location/301216 "2014-12-10T20:04:53Z")\
**Posts on this page:** 1\
**Showing post:** 18

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**Author:** ![sbseltzer](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sbseltzer/32/1200007_2.png) [@sbseltzer](https://forums.unrealengine.com/u/sbseltzer)\
**Post date:** [July 5, 2025, 4:58am UTC](https://forums.unrealengine.com/t/offset-in-convert-world-location-to-screen-location/301216/18 "2025-07-05T04:58:40Z")

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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!

```c++
		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::ProjectWorldToScreen`.

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