It’s not just visible in blueprint because that node is representation of C++ function and you can see how it get size here:
void AHUD::DrawHUD()
{
HitBoxMap.Empty();
HitBoxHits.Empty();
if ( bShowOverlays && (PlayerOwner != NULL) )
{
FVector ViewPoint;
FRotator ViewRotation;
PlayerOwner->GetPlayerViewPoint(ViewPoint, ViewRotation);
DrawActorOverlays(ViewPoint, ViewRotation);
}
// Blueprint draw
ReceiveDrawHUD(Canvas->SizeX, Canvas->SizeY);
}
But this return size of HUD canvas which does not need to be screen size, in engine rendering field is called viewport, so logicly you should serch by this term
you can get to that function from UGameViewportClient then from Viewport varable there and you can access local GameViewportClient from ()->GetGameViewport()