A noob question about c++ project and Blueprints

I’m totally new to UE4, i’ve started 3 days ago.
After reading a lot of tutorials and examples about “c++ code”, i’ve found that there are ALWAYS Blueprints, even on C++ code specific examples and tutorials.
For example, a class made in c++ with VS, and after that, “ported” to a blueprint for use in the blueprint graph.
So i’m asking mayself, is not possible make the game without blueprints?
BLueprints are 10x slower than c++ code, so why are all examples and tutorials using them?
Thans and sorry if this is a stupid question.

First, I have to ask where you got the “10x slower than C++” code from - yes, C++ code is naturally going to be faster, but I sincerely doubt it’s by a factor of 10.

You could, if you like, define all of your game logic entirely in C++. I wouldn’t recommend it, but it certainly can be done. You’d need to create a blueprint of these objects in order to place them in the world using the map editor, but if you wanted to avoid even that you could simply spawn them in through code and use only the generic items available to you (player start, etc) to dictate positions.

The benefits of Blueprint, however, are far more numerous. You certainly don’t want to dictate performance-critical code in Blueprint alone in a large-scale game, but for things such as trigger volumes or creating prototypes of your game mechanics, Blueprints are invaluable tools. I don’t know why you seem to want to avoid Blueprint so much, it really is a wonderful system and at least to the extent I have tested it, performs very well. Scripting solutions - such as Blueprint in the case of Unreal Engine 4, UnrealScript in the case of Unreal Engine 3, Lua in the case of a great many games in this industry, etc. are present in just about every modern game imaginable.

Thanks for reply, i’ll try to be more blueprints friendly.
The 10x slower part, it’s said by a UE4 dev in this forums.