Project World to Screen Location stops returning a value



bool UGameplayStatics::ProjectWorldToScreen(APlayerController const* Player, const FVector& WorldPosition, FVector2D& ScreenPosition)
{
	ULocalPlayer* const LP = Player ? Player->GetLocalPlayer() : nullptr;
	if (LP && LP->ViewportClient)
	{
		// get the projection data
		FSceneViewProjectionData ProjectionData;
		if (LP->GetProjectionData(LP->ViewportClient->Viewport, eSSP_FULL, /*out*/ ProjectionData))
		{
			FMatrix const ViewProjectionMatrix = ProjectionData.ComputeViewProjectionMatrix();
			return FSceneView::ProjectWorldToScreen(WorldPosition, ProjectionData.GetConstrainedViewRect(), ViewProjectionMatrix, ScreenPosition);
		}
	}

	ScreenPosition = FVector2D::ZeroVector;
	return false;
}


This is the UE4 4.9.2 Build ‘Project World To Screen’ function in C++