UMG Location with Blueprints

Is this possible? Basically I’d create a widget with no anchors, call the widget by adding to viewport, and have the location of the widget determined by a component of a pawn using the project node to convert the 3d location to 2d screen space. Is this possible? How? This would really solve a massive problem with my game!

I feel really stupid about this, but I found the answer which means I will post my results as soon as I finish. This will be ideal for rpg and action rpg fans as it gives the same results that’s found in Final Fantasy 13 and 15 (battle damage displayed on map AND enemy health bars displayed on map near the enemy and moves around as the enemy moves.

For example: