First script gets the position of a game object in world space and converts it to screen space. The second script sets an object at a position on the screen.
There are actions that already do this, but they require a combination of actions. This keeps things simple.
GetScreenPosition
// (c) Copyright HutongGames, LLC 2010-2011. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory(ActionCategory.Transform)]
	[Tooltip("Gets the Position of a Game Object on the screen and stores it in Float Variables")]
	public class GetScreenPosition : FsmStateAction
	{
		[RequiredField]
		public FsmOwnerDefault gameObject;	
		
		[Tooltip("Store the screen X position in a Float Variable.")]
		public FsmFloat screenX;
		
		[Tooltip("Store the screen Y position in a Float Variable.")]
		public FsmFloat screenY;
		
		public bool everyFrame;
		public override void Reset()
		{
			gameObject = null;
			screenX = null;
			screenY = null;
			everyFrame = false;
		}
		public override void OnEnter()
		{
			DoGetPosition();
			
			if (!everyFrame)
			{
				Finish();
			}		
		}
		public override void OnUpdate()
		{
			DoGetPosition();
		}
		void DoGetPosition()
		{
			if (Camera.main == null)
			{
				LogError("No MainCamera defined!");
				Finish();
				return;
			}			
			
			
			var go = Fsm.GetOwnerDefaultTarget(gameObject);
			if (go == null)
			{
				return;
			}
			
			// store the world position
			var position = go.transform.position;	
			
			// store the screen position
			position = Camera.main.WorldToScreenPoint(position);
			screenX.Value = position.x;
			screenY.Value = position.y;			
		}
	}
}
SetScreenPosition
// (c) Copyright HutongGames, LLC 2010-2011. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory(ActionCategory.Transform)]
	[Tooltip("Converts the screen position of a Game Object into the world position.")]
	public class SetScreenPosition : FsmStateAction
	{
		[RequiredField]
		public FsmOwnerDefault gameObject;	
		
		[Tooltip("Enter the the vector 3 that has your screen coordinates. If you don't have this, set each coordinate below.")]
		public FsmVector3 vector3Value;
				
		[Tooltip("Enter the screen X position.")]
		public FsmFloat screenX;
		
		[Tooltip("Enter the screen Y position.")]
		public FsmFloat screenY;
		
		[Tooltip("Enter the world Z position.")]
		public FsmFloat worldZ;		
		
		public bool everyFrame;		
		public override void Reset()
		{
			gameObject = null;
			vector3Value = null;
			screenX = null;
			screenY = null;
			worldZ = null;
			everyFrame = false;
		}
		public override void OnEnter()
		{
			DoSetPosition();
			
			if (!everyFrame)
			{
				Finish();
			}		
		}
		public override void OnUpdate()
		{
			DoSetPosition();
		}
		void DoSetPosition()
		{
			if (Camera.main == null)
			{
				LogError("No MainCamera defined!");
				Finish();
				return;
			}			
			
			
			var go = Fsm.GetOwnerDefaultTarget(gameObject);
			if (go == null)
			{
				return;
			}	
			
			var position = Vector3.zero;
			
			// get the screen position
			if (vector3Value == null)
			{
				position.x = screenX.Value;
				position.y = screenY.Value;					
			}
			else
			{
				position = vector3Value.Value;
			}
			
			// convert screen position to world position
			position = Camera.main.ScreenToWorldPoint(position);
			position.z = worldZ.Value;
			
			// move game object to world position
			go.transform.position = position;
		}
	}
}