Insted of trying to find “Use when pressed E” tutorial, break your problem is to separate task,
“how to detect the object is looking on”
You can do that via line traces, they detect if something is in the line from point A to Point B and return first hit actor, from that you can interact with actor that, for example call Use function in it. Here docs
https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseRaycasts/Blueprints/index.html
Make a base class for all interactable object which will have Use() function and other as you wish. You will need to use line traces on tick if you want to make it reponsive, maybe put find actor in varable and clear varable is nothing is find, from that varable you will be able to access item that player look at
“Display text on HUB”
Use either UMG:
Or classical canvas HUD
https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Blueprints_HUD/1_1/index.html
“Make text display something”
If you use UMG, then store it instance in varable when you spawn it, use same type of varable as your widget blueprint and before set cast to it. Now you can interact with that hud, in widget blueprint you can make a function
“Set Interactive Text” with string argument. On tick that you line traceing you can detect if new actor is find if it you set the text in UMG.
“Hoe to use item”
On E button press simply call Use function on actor find by trace which you set in varable, check is varable is valid (there node for that “is Valid”) as you will clear that varable when player wont look on item anymore
Insted of trying to find tutorial for very specific things, learn how to make your blueprints interact, try to divide a problem to smaller things, learn in the way that insted of searchiing for tutorial, you can figure yourself how to do things, if you can’t figure out how to do things then you not learning anything insted you only copying what is done in tutorial.
Here you have my tutorial about classes and objects, it might open your eyes on how blueprints… or rether classes work: