In my experience it is
C# beats blueprints and C++ beats C#. To each its own, as they say.
Actor spawning was explained in C++ First Person Tutorial.
https://wiki.unrealengine.com/First_Person_Shooter_C%2B%2B_Tutorial
Also, blueprints use same data structures and same methods as C++, so there shouldn’t be any difference.
Anyway, suit yourself.