Yes. Blueprints can do almost everything C++ can do. For complex logic, Blueprints can get to be a little messy and hard to follow, but for an endless runner, you probably wouldn’t have a lot of really complex logic outside what’s provided for you by UE.
You’re not really “porting” - UE4 supports iOS and Android. Honestly, for iOS, it’s easier to generate apps with Unreal than it is using Xcode (Apple’s developer tool). There’s some setup work involved - you have to make sure your developer certificate is installed in the right location, but that’s all pretty well documented. I think the current version supports creating iOS apps from Windows (it was added in 4.3, taken away briefly IIRC, and then added back), which is a big deal. With most third party tools (e.g. Unity), you have to do your actual build for device on a Mac using Xcode, meaning a two-machine workflow for Windows developers.
The Android app generation isn’t quite as mature, but it’s coming along. I haven’t worked with it personally, but our build engineer has gotten it working pretty reliably, though I know there were some headaches along the way. Epic has been really working hard to improve the build process and Android support, so I think by the time you were done your game, the headaches would be a thing of the past.
I haven’t used it, but it looks like yes: How do I setup/use UDK Remote in UE4? - Mobile - Epic Developer Community Forums