How to solve outdated/obscure navigation inside UEFN

I ve noticed that in a lot of windows and tools, there are menus when you click on empty space that are crucial for the functionality of that tool, but unless you know they exist its really hard to think to click at that spot.

So I am posting this feature request that could also be implemented in UE as well, which will change the cursor to have three dots on it when you hover on a menu like that, to indicate right-click will bring up a menu.

Also, when something can be dragged to an open window you have, a window icon next to an actor will appear to indicate that this item can be dragged (or something similar to make it easy to understand).

I believe those two things will help ease the learning curve of new users and aid them to adopt to the engine without frustration