Blueprints are for coding, just like any other scripting language. It’s not really any harder or any easier if you can do the same and follow the same logic path, it’s not for N00B’s or Amateurs to get their feet wet as some have made impressive games BP only. As you can code your own BP’s it’s extendibility is limitless as well, so I really don’t agree…
But of course, if Epic want more people to use their engine I agree. Having more “basic examples” in C++ and working their way up is never a bad thing BUT!.. Some of the examples are there if you want to find them: UGameplayStatics::OpenLevel | Unreal Engine 5.2 Documentation
They also give you great examples like the quake like demo thingy, which has both C++ and Blueprints you can reverse engineer. As much as I encourage Epic to simplify and explain in detail whenever they can. I also expect that I meet them in the middle and do plenty of research myself…
Then if I get completely confused, ask on the forums / answerhub. I’ve been doing this a fair while, even though I’ll admit I don’t understand how UE’s API works I also don’t expect to get stuck on silly little things for days or weeks either if said process can be achieved without pain in a competitors engine. In that instance there’s something difficult for the sake of it…
For the most part, everything has been pretty straight forward so far…