Multiplayer sessions: C++ or Blueprints?

Ok, so I have been following this tutorial to learn how to make a session for joining in a multiplayer environment (in C++).

But then I noticed that you call these functions using Blueprints nontheless (which you need to do), but Unreal already has all these functions like CreateSession, JoinSession, FindSessions etc.

My question is this:
Is this tutorial essentialy doing the same thing as these Blueprint functions (and is it somehow better, performance - wise, to use the C++ implementation)

If you don’t need to extend the Blueprint functionality then you can just use the Blueprint nodes, however if you have some custom requirements then you might want to use the C++ version. Performance is not an issue either way as it is just a bunch of Delegates, Structs and Events.