UE4 blueprints for non math people

The only way that I got to understand some programming was by writing batch code, I wrote a rpg sci fi game that uses thousands of array lists to manage all the dialog of the party members switching and all the game conditions and values of items, ect. and it worked in batch code… But its more tricky doing the same thing in Unreal Engine dealing with a real 3d world there’s more maths involved with 3d worlds. Because of vectors, and other things to be calculated. In batch code there’s no 3d world so you only have to use environment labels to define things and store things in. And it was limited because it only shows pictures and displays text and plays sound files. But it helped me debug the dialog and change any of the storylines before putting them into a 3d engine like Unreal Engine which hard codes (welds) everything that it touches which means, trying to change it later on would be difficult and time consuming to undo it when its all been hard coded by blue prints, so I make all the changes to the game in text form before putting it in the game engine.