I think the issue is he expected Unreal Editor to be running in the Virtual Machine itself, like Unity does, so everything could be picked and inspected from details panel…
But if that was the case then Unreal Editor would have the same bad performance of Unity Editor (everything is running on the C# VM even the editor).
Majority of Unreal Editor is c++ code and completely separate from the Blueprint VM, so there’s a lot of things blocking you from seeing things the way Unity would show.