I’m a very strong C++ programmer in general. I’ve written several large shipping systems in C++. I’ve even worked on C++ compilers and debuggers in the past.
I think Blueprint Scripting is great, and it fills a hole very well. C++ developers provide the components needed to implement gameplay. Designers use Blueprint Scripting to actually implement and tweak that gameplay.
Blueprint Scripting is very helpful, because it doesn’t have syntax errors, and it makes it much easier to “follow the thread” of what’s going on for non-programmers.
If you don’t appreciate those benefits, then just write everything in C++ and don’t worry! (But you will be missing out.)
“Blueprints,” the larger concept, is more akin to “prefabs” in Unity; the “scripting” bit is just one of many facets, btw.