# \[UE5.1.1, Bug report\] UserWidget::SetPositionInViewport broken.

**URL:** <https://forums.unrealengine.com/t/ue5-1-1-bug-report-userwidget-setpositioninviewport-broken/789361>\
**Category:** Issues and Bug Reporting\
**Tags:** unreal-engine, question\
**Created:** [March 13, 2023, 1:19am UTC](https://forums.unrealengine.com/t/ue5-1-1-bug-report-userwidget-setpositioninviewport-broken/789361 "2023-03-13T01:19:14Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Roy\_Wierer.Seda145](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roy_wierer.seda145/32/906551_2.png) [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Post date:** [April 7, 2023, 8:55pm UTC](https://forums.unrealengine.com/t/ue5-1-1-bug-report-userwidget-setpositioninviewport-broken/789361/5 "2023-04-07T20:55:34Z")

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That’s odd when you think about it. Tick is about the least I’d worry about if it runs without any heavy custom code attached to it. Odd, because I have not been able to detect an accurate “on screen” situation any way with widgets… Either by visibility or for example clipped in a scroll box:

> [[UE5.1, Bug Report] Widget's IsVisible is funny.](https://forums.unrealengine.com/t/ue5-1-bug-report-widgets-isvisible-is-funny/777864)

Also odd because a hidden / removed widget does still use tons of other resources and events that I do worry about:

> [[Bug report] Bad widget performance : Slate : ProcessMouseMove](https://forums.unrealengine.com/t/bug-report-bad-widget-performance-slate-processmousemove/506125)

Man the list keeps getting longer 🙂

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