Much easier, that’s very debatable, given the fact that things change during software development. In terms of another event having better performance, while that is a easy statement to make, it’s difficult to prove. For if one is concerned about performance, than any call outside of the blueporint VM to the UE4 engine should be avoided. Those calls going to and returning from the UE4 engine, are one of the highest costs of using blueprints. If ya don’t believe me, look at the size of the call stack, when calling from the blueprint, to the engine. It’s enormous. There use to be a video around here, about blueprints, by one of the developers, and he stated as well, the Call and Return from the VM to the Engine, was expensive, and it is. In terms of being framerate independent, you only need to know the number of frames that have transpired, and the amount of time that has elapsed, and you are immediately framerate independent.
Finally, you have been learning quite a bit, as you have went along, and that has tremendous value.