Migrating from Unity3d to Unreal

Hello everyone.

I’m migrating from Unity3d to Unreal and I’m having some difficulties:

1 - Name of the Actors: In Unity, when you get too far away from the actors in editing mode, obviously you can not see them.
On Unity3d this was easily resolved with an option in the properties to display a label with the name of the object on top of it.
You could even choose to put just one icon.
I did not find any similar options. Even with Target Points, if I go too far, they’re gone. If they increase the size of the Target Points, they get huge when I get close.
It’s a very annoying problem, because sometimes I need to have a macro view of the whole level. Knowing the arrangement of all the most relevant objects helps a lot in productivity.
The “contour solution” was to place plans that are not displayed in runtime. That way I see giant squares when I move the camera away.
Still, it annoys a lot not to know the arrangement of the objects that are there. Having to approach each group of level objects is extremely annoying.
In addition to making it difficult, there is that feeling that I have no control over what I’m doing.

2 - Speed ​​of the camera: It is also very unproductive to have to increase and decrease the speed of the camera.
I did not find any option that would hold a button that would increase the speed.
I know there is the option of focusing on the actor and going to him, but if I go from a small actor to a very large, I need to stay regulating the speed.

3 - Resizing objects: When I select an object with the mouse and drag this object, it goes to where I moved the mouse (obvious)
This does not happen with resizing. When I need to resize very large objects, I have to drag the mouse many times,
Or stay typing the values ​​in the properties. Maybe it’s some configuration I could not do.

4 - Some weird things related to scale. I’m trying to create the same level I did in Unity, with a spaceship finding others to destroy.
I noticed that I need to resize objects much more, like spheres, for example. Or maybe I get this feeling because I can not easily resize it.
But what caught my attention was the “Projectile Moviment” component. I already had a bit of work with unity3d in relation to speed.
I needed to multiply the speed of the ship by 100 on Unity3d to get the desired effect. In the case of this component,
My strangeness is that I have reached the maximum limit of his speed to achieve a good projectile speed and yet he has not been completely satisfied.
Am I doing something wrong? Has anyone ever had this strange feeling about scales?

I know I have to be unwell with Unity3d. I liked Unreal better because it had a huge game of facilitators compared to the competitor.
But these little details gave me more agility, and it’s bothering me a lot to have to make baskets things “slower.”

Another thing I am reflecting on is being doing things the same way as before and in Uneal I should do it in other ways.
But I did not find anything that would help. I noticed that most of the tutorials I watch refer to possibilities for first or third person games.
I find nothing about anyone trying to develop anything where there is a great distance between the player and the enemy.
Where there was a need to “see the whole” instead of just taking care of parts of the scenery.