File I/O and procedural meshes are pretty much the only things that can’t be done in Blueprint. I tend more toward C++, but I am making a game entirely in Blueprint as a test case and it’s coming along great.
You may however face some corruption issues that seem unfixable in some blueprints though, so make sure to keep a ton of backups. I always have at least ten steps back, making a backup every five hours or so. This has saved me a few times that had I not made them, I would have lost everything.
Edit: As I understand, networking features are in their infancy with blueprints, but they are getting better. I have no experience with Unreal networking yet, so I don’t know how good it is.