BP Design Semantics Question

I am reintroducing myself to UE, since I haven’t done much with it since UT2003/2004 and early UDK days. I’ve always loved integrating or tinkering with things, so I’m implementing a simple SDK as a plugin with BP functionality, etc.

I’ve been able to get what I wanted working within the engine and on track to make it available, in the near future, but I had some design semantics questions. As you can see from the screenshot I’ve attached, that is everything needed for one actor to have the functionality that I wanted. “SetFlashLighting” is technically the meat of everything, but it needs what the variables are all feeding into it. In the grand scheme of things, it isn’t a lot, but I feel like it could be a bit cleaner. Would you recommend moving portions of it to C++, although it is lightweight or possibly making it more of a blueprint that encompasses all of that functionality with variables exposed so it can easily just be added to an actor? I see that 4.7 is adding in Component BPs and that is a feasible option too I suppose.

Just trying to get some ideas on if I should simplify it even more or if it is okay, as is.