Blueprints are a toy. Which serious Unity dev would use UE4 without C#/F# or UnrealScript!?

I get your point. Blueprints are fine. Epic putting all development power in Blueprints is not.
An engine needs

  1. a solid base in C++ for unlimited programming on the ‘metal’ without restrictions.
  2. a textual programming system= scripting language which wraps the C++ architecture and allows common functions without recompiling.
  3. a visual system which builds on the script (blueprints)

Script and Blueprints need to have import & export, so they can be converted to each other.
A text based programming flow is always superior, at least if you have a game with decent codebase.
It’s amazing and terrifying at the same time :wink: to see people doing number crunching and code duplicating with blueprints.