It sure is a good idea, but I wouldn’t hold my breath, as it seems they’re more focused on blueprint for now, which also makes sense to do at the beginning.
For now I would suggest to go and create some mechanic that you’re interested in using blueprint, once you have it working, come back to c++ and try to recreate that all with code, the good thing about this, is that you already know exactly which methods you want for the task, you just need to find out in which class the method you used in blueprint is defined, which is straight forward enough, and also get the hang of header macros plus the small c++ stuff like casting that is different than blueprint. Do this for 1 or 2 tasks and you’ll get a good idea of what’s what and how to create an actor only from c++ without blueprint being involved.
As for the coding itself, while visual studio’s Intellisense is considered a very good feature in most .net and non-.net languages, it’s unfortunately more like a sick joke in c++ after VS2010, it is almost never ready, and when it finally is, you already wrote the part of the code that you needed it for, and it’s not just the autocompletion, but it also includes color highlighting and goto definition features, which makes it much harder to code for someone who is just going to start with the huge code base of UE4. For that make sure to use other VS’s features instead, including solution explorer’s search and find in files search. instead of goto Def…
If you can afford it, VAX makes things much better, and Entrian source search is also a pretty good help, but for now you should be able to get started with the simpler VS features which are included.