It’s more like “there’s the fishing rod and tackle, and here’s a scribbled note that describes some fishing spots; bon apetit!”
Coming to blueprint from general game development, I know that “there has to be a thing to do X” and then I right-click the context menu, type in some word, and look through the available functions until I find one. When that doesn’t work, I google. When that doesn’t work, I ask on the forums or the AnswerHub.
Luckily, I generally remember, once I’ve found the thing.
Also, once I get into a new area, I find that it’s useful to just browse through the components and functions within that area, to see what’s available, Then, if I later need it, I’ll hopefully remember seeing something about that in that general area, and finding it later will be easier.
Opening and picking apart a few of the samples – both FirstPerson, and bigger things like Car Game or Action RPG, will help a lot in showing what typical bits exist, and then you can browse on from there.
But, Unreal Engine is very much a “way of life” or maybe a full “country with separate language and culture.” It’s like trying to learn French while simultaneously moving to Paris and learning to drive for the first time. Priming that pump takes a lot of effort.