Request verse additions to UI/Game Input Modes and ability to deproject screen to world space

Currently in verse there is no way to give input to the game and the UI at the same time.

For example, if I want to use input triggers to move a player around but have the mouse cursor appear to interact with UI elements there is no current way to do this at the same time. With ui_input_mode = All the input triggers are ignored.

Currently best I can do is toggle between the two input modes below:

        # `widget` input consumption mode.
        ui_input_mode<native><public> := enum:
            # `widget` does not consume any input.
            None
            # `widget` consumes all inputs
            All

In Unreal Engine, users already have this ability with the below nodes:

UEFN creators need this capability to determine how to manage player input for their specific game.

In a similar vein we need the ability to deproject 2d space into world space so that the mouse cursor can directly interaction with objects in the world. A function for this already exists in UE:

Without these capabilities it prevents lots of different games from being developed like strategy games where there is lots of interactions between the World and the UI.