Am I the only one who has a hard time with Blueprints but easier time with C++?

yeah i agree, opinions are fine. i was just stating a fact and wanted to say it as such.
it depends how much one tolerates a system’s fault, i guess.

ahh good note. i forgot about this.
with bps you can’t go back a version.
let’s say a new engine version comes out, you rush and upgrade (typical) then you find a functionality breaks (typical) now you can’t roll back without loosing a week, month, or maybe more of work.
i’ve seen this happen in projects before and it’s a risk some people don’t plan for.
unfortunately epic breaking functionality on new releases is far too common. https://forums.unrealengine.com/t/request-for-lts-versions-of-ue-and-marketplace-assets

also if you were to, let’s say, want to move from the vanilla branch to the oculus branch, and it turns out it’s a version behind, you’re in trouble.

another problem is that it’s really hard to make libraries and functions that you can share with other projects with bps. the version is one problem, but also copying bps from one project to another is a pain. you can use plugins but still the issue with versioning remains.

btw, just an opinion, running the main branch (5.8) sounds risky, it’s meant to be unstable.