You game just lost the gross of its potential for quality. A programmer understands OOP the way an artist wouldn’t. You switch roles, you end up with PUBG-level of quality. Maybe your idea is good enough to also generate hundreds of millions while setting new lows for quality, but that’s statistically very unlikely.
A programmer knows where to abuse the UE infrastructure and where NOT to. An artist doesn’t. A programmer knows when to use RPCs and when to use replication. An artist replicates 110% of things because that’s the easier way. Overseeing that will not save time because you’d either waste it teaching the artists or remaking their entire work. And that’s just the first example that came in my head.
BPs are a tool which is useful in 2 fundamentally different ways: for an artist, they let them prototype things easy (not necessarily fast, but without forcing them to fully learn programming); for a programmer, they let them work much faster without sacrificing quality (the BP speed disadvantage will not be visible in good BP scripts, even without nativization). Try to combine the 2 and it’s a recipe for disaster and a financial black hole when it comes to QA (bad design can’t be “bug fixed” and needs to be overhauled entirely).
It’s always better to invest early, think of something 50 times and do it once, than do it poorly and fast and hope to be able to stay on top of the issues which will arise.