# Screen space to world space for non-player camera

**URL:** <https://forums.unrealengine.com/t/screen-space-to-world-space-for-non-player-camera/1661600>\
**Category:** Programming & Scripting\
**Tags:** screen-position, view, unreal-engine, CPP, question\
**Created:** [February 3, 2024, 12:13am UTC](https://forums.unrealengine.com/t/screen-space-to-world-space-for-non-player-camera/1661600 "2024-02-03T00:13:16Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![vK\_3\_1\_RON](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@vK\_3\_1\_RON](https://forums.unrealengine.com/u/vK_3_1_RON)\
**Post date:** [February 3, 2024, 12:13am UTC](https://forums.unrealengine.com/t/screen-space-to-world-space-for-non-player-camera/1661600/1 "2024-02-03T00:13:16Z")

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I thought this would’ve been relatively easy, but I am severely stuck.

Basically I have this orthographic camera observing objects in the world, and want to do some line traces from it to the objects.

I don’t want to force the player to view this camera, i.e. the player controller will not have access to this observer camera. I had assumed there was something like `CameraComponent->ScreenToWorld(X,Y)` in UE, but I guess not. If anyone knows how I can achieve what I want I’d be very grateful

Thanks  
K
