Any form of visual scripting is going to be less efficient than pure code, as all of these blueprints are going to be pared down to C++ and compiled the same way, just with a bit of an extra step. That said, blueprints aren’t by any means slow. They are quite effective for small to mid sized games, but for a massive project I’d handle most anything involving data manipulation with C++ and let designers/other nonprogrammers on the team work with blueprints for prototypes and simple operations. Blueprints also get harder to read/parse as they get bigger. In BP spaghetti code quite literally looks like spaghetti. Though there have been lots of tools added to mitigate this, not everyone has adopted them yet. I’d still definitely play around with BPs as they are amazing, but C++ is just a far more extendable skill, say if you ever want to leave the games industry, software engineering is just a hop skip and a jump. If you only ever work in BPs you’ll get the problem solving skills for sure, but not really the programming chops even though that’s what you’re actually doing under the hood. BPs are still the first step though, so I still recommend learning them first unless you really want to go straight into the deep end!