Blueprints is a programming language. Unreal Engine, written in C++, is exposing a binding to this language, as well as an editing/debugging/compiling environment for this language.
Thus, anything you do in Blueprints is “programming” just as anything you write in C++ (or in PHP, or in Assembly, or whatever text-based programming language you prefer.)
Also, you can “perfectly” transport a blueprint into a textual form that looks like a textual programming language. You could then also translate this textual representation back into blueprint graphs. They would just be dual representations of the same program.
If the question is: “Does blueprints make C++ programming unneeded for Unreal Engine games?” then the answer is “for some games, yes; for other games, no.” There are no device driver or operating system bindings to Blueprints, and no generic “foreign function interface,” so if you find that you need to talk to some piece of hardware or software that the C++ side hasn’t yet exposed to blueprints, then you’d have to do some C++ programming to get that working.