Full Blender support for UE4 in 2019?

Sure, but all of that relates to high detail sculpting. How often do you do that anyway? and with the dynatopo tool it’s pretty fast to just sculpt a more detailed mesh and bake the normal map / ao / whatever into the game ready model.

Sure, if you are making movies and really high detail stuff it’s not going to cut it, but I don’t believe it’s a deal breaker considering blender is 100% free.

also, on subdiv. the bigger issue is the time it takes to actually subdivide with the loop tools. if you add 1000 cuts on a plane on x it’s fast. if you then cut y you’ll hang a while. that’s probably some redundancy issue with the way the loop cut works.
More to the point of blender vs anything - if I wanted to I could snag the source and fix it. if the same were the case for Maya or 3ds I’d be out of luck, forced to file a bug, and be told to ■■■■ off because no one but me uses it that way.