If you “create new blueprint class” and search for “tutorial” in the “all classes” list, you find Tutorial_BP_Class.
This, in turn, is just a simple gate that snapshots the gamemode.
There’s also TutorialCharacter, which does the same thing to a regular character.
Finally, there’s EditorTutorial, which is a C++ class with actual “tutorial” support, but it’s intended to run in the editor, and won’t work inside a game (it’s implemented inside the Editor/ part of the engine.) It’s also focused mainly on calling out “widgets” rather than control inputs or actors.
So, the answer to your actual question is: No, there isn’t a lot of support in the engine specifically for tutorials.
But you can use events in your character, special trigger volumes, and other gameplay actors, to pretty easily build the kind of tutorial content you want.
You’ll typically want to have some notification interface that gets called if it’s set, when there is control input for each control kind. Then the tutorial sets itself on your player controller as the “notified interface” and listens for the control in question actually happening.
(Or you can have an Event Dispatcher in the player controller, instead of an interface – same idea)
When no tutorial object has registered with the player controller, nothing will listen to the hook, and no special action is taken.
(You could also use this to disable certain features until the player passes some criteria)