Any blueprint optimization or c++ port should only be done if you are cpu bound. Unless you are cpu bound this will have no impact. And frankly according to all the deep dive studies out there, it’s actually harder than people think to choke your game with BP code, especially if you are using BP nativisation.
Considering the project sees a large frame drop when going into VR that would lean heavily towards GPU bound, since the CPU code (BP etc.) would be unlikely to scale with resolution.