# Widget Position to World Location?

**URL:** <https://forums.unrealengine.com/t/widget-position-to-world-location/479954>\
**Category:** UI\
**Tags:** screen-position, unreal-engine, Widget, question\
**Created:** [March 9, 2021, 3:43am UTC](https://forums.unrealengine.com/t/widget-position-to-world-location/479954 "2021-03-09T03:43:57Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![CabbageOni](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CabbageOni](https://forums.unrealengine.com/u/CabbageOni)\
**Post date:** [March 9, 2021, 3:43am UTC](https://forums.unrealengine.com/t/widget-position-to-world-location/479954/1 "2021-03-09T03:43:57Z")

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Hello, I want to know if there is a way to retrieve World Location (or ray) from Widget Position.  
There is ‘Project World Location to Widget Position’, but not the reverse method?

What I’m trying to do:  
place the actor on the right side of the screen (exactly at the 3/4 location, assuming the screen width is 1) no matter what screen size is.

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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:** [March 9, 2021, 7:54am UTC](https://forums.unrealengine.com/t/widget-position-to-world-location/479954/2 "2021-03-09T07:54:44Z")

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The node you’re after: [Deproject Screen To World](https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/DeprojectScreentoWorld/index.html)

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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:** [March 9, 2021, 8:08am UTC](https://forums.unrealengine.com/t/widget-position-to-world-location/479954/3 "2021-03-09T08:08:21Z")

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> What I’m trying to do: place the actor  
> on the right side of the screen

You will need to specify the depth for that, too.

- either a set distance from the camera (imagine you’re inside a bubble and project onto its inside)
- or trace against some geometry using the resulting position & direction, _Hit Result_ will have your data
- or use [Line Plane Intersection](https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Intersection/LinePlaneIntersection_Origin_Nor-/index.html), trace against that plane and place the actor at the resulting Intersection

* * *

> exactly at the 3/4 location, assuming  
> the screen width is 1) no matter what  
> screen size is.

This is unclear. There are things to consider that you did not mention. Like mesh screen-size (hard to do in BPs), fov, aspect ratio, _probably_ account for camera setup. Not sure how you envisioned this to work but it can be more complex that one assumes.

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**Author:** ![CabbageOni](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CabbageOni](https://forums.unrealengine.com/u/CabbageOni)\
**Post date:** [March 9, 2021, 8:46am UTC](https://forums.unrealengine.com/t/widget-position-to-world-location/479954/4 "2021-03-09T08:46:38Z")

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Thanks for the reply! I have a floor plane, and I’m planning to place the actor on the ray-plane hit point. Mesh size is constant, so I don’t think there will be a huge problem after this.
