No, it's not you. It's how things are. UE4 is a second class citizen when it comes to Platform SDK, Audio SDK, Avatars, hand tracking, training materials, etc. Other than that I'd say bases are covered as good, if not better, as with Unity (rendering features, core functionality, performance, etc.).
It's just, when it all started, Unity was supposedly ahead of UE4 in VR (mobile VR specifically) and Oculus chose Unity as in-house engine.