Well, it’s not that easy, I’m afraid. Blueprints are code, it’s just a different visual form of the same logic. You have to cast, check for null references etc. - just without the hassle of C++ (Headerfiles, pointers, lack of syntactic sugar, manual memory management etc.). And BPs are great to setup events or prototype SIMPLE things, create materials or state machines.
But instead of typing, you now have to deal with space limitations and wires. Removing a node will prevent all following nodes from execution (why?). That doesn’t happen if you delete or outcomment a line of code. If you insert a branch node, the execution will also stop there, if don’t connect the ELSE-pin by hand. If you need more space in a script, you just press enter. Reformatting can be done automatically or with simple keypress. In Blueprint you will loose much more time for manual formatting and rearranging nodes. Let alone the problems with sharing code, refactoring or dealing with SCM systems.
Currently, it’s simply not possible to develop a full, complex game without opening pandora’s box and dealing with C++. Blueprints alone are just not scalable for bigger projects. You need a bunch of programmers, doing the heavy-lifting for you in C++ and expose that to blueprint. It’s not like Unity, where you can basically do anything with C#, use .Net-Features etc.
Long story short: IHMO C++ is NO replacement for a simple text-based scripting language, nor is Blueprint.
I think what most people really want is something like Javascript with static typing (and without some other quirks), along with a line-by-line-debugger, an evaluation box and Intellisense/Auto-complete, ideally within an integrated, simplified editor along with integrated documentation. Basically, something like VBA in better. This, or just C#.
That would make many, many people very happy. I am still hoping, that this will happen some day. Maybe in UE5.