# UI widget always spawns at World Location 0,0 and not at the desired position.

**URL:** <https://forums.unrealengine.com/t/ui-widget-always-spawns-at-world-location-0-0-and-not-at-the-desired-position/1151715>\
**Category:** Blueprint\
**Tags:** unreal-engine, Widget, Blueprint, question\
**Created:** [May 2, 2023, 10:15am UTC](https://forums.unrealengine.com/t/ui-widget-always-spawns-at-world-location-0-0-and-not-at-the-desired-position/1151715 "2023-05-02T10:15:43Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [May 2, 2023, 2:11pm UTC](https://forums.unrealengine.com/t/ui-widget-always-spawns-at-world-location-0-0-and-not-at-the-desired-position/1151715/4 "2023-05-02T14:11:41Z")

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Add to viewport first, only then `Set Position`. I’ve updated the image to avoid confusion, my bad.

Also, ensure the widget has no canvas, as this could offset any hierarchy.

* * *

You’re making something similar to:

> [@Damage displayed](https://forums.unrealengine.com/t/damage-displayed/99716/3):
>
> Or use a widget: The widget is quite plain. You can add colours, crit sfx, alter font size, add outlines and so on. [widget.png] On Construct you position it in the viewport via an exposed variable and you set a target location for it to move towards to. The fading animating starts playing immediately. Event Tick will update its position. The animation changes text’s opacity from 1 to 0 over 1s and once it’s over, the widget gets removed from the viewport and garbage coll…

Right?

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