How can I convert from a UV to a world coord?

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Anyone know how I can convert from UV coordinates to world space coords, without relying upon vertices being present at that location?

Assuming a simple mesh representing a curved wall, with a texture mapped 0 to 1 along and up the wall.

What I want to do is -

1. pick a point on the wall - eg. UVs = 0.24 and 0.78

2. round up and down to the nearest 0.1 to get 4 points surrounding the picked UV - eg. 0.2 to 0.3 and 0.7 to 0.8.

3. work out the world space coords of each of these 4 UV points.