If you are super comfortable with programming and have some familiarity with game engines already, go straight to C++ IMHO.
Afaik you only “need” to use a minimal amount of blueprints for setting up skeletal animations, callbacks from UMG UI, and inside the material editor. I’ve shipped 4 commercial projects with almost no blueprints except where required.
We went pure C++ from the start because you used to not even be able to “diff” blueprints. Though I think you can now? I couldn’t fathom not being able to diff every repo check-in for exactly what changed. 