There are places for C++ and there are places for blueprints.
Usually, it’s not like “use only blueprints or use only C++”. In a project, it makes sense to use both. There are things, where using C++ over blueprint provides no real benefit. If you can make things faster and easier in a blueprint, then why not do it? Because you are a purist? Blueprints are in no way worse, they are just a visual method and sometimes faster or less problematic method. Even Epic uses blueprints besides C++ in their games too, as they have said many times and some of their examples you can download, contain both.
If you have the possibility to do something with 1/10 of the difficulty, then by all means, do it. Otherwise, we would not use even game engines but do everything from scratch and the hard way, like in the old days, before game engines emerged.
So, imho, it isn’t that hard to switch from Unity to Unreal, if you consider that. I dived into Unreal engine straight from zero, and it was easy. As you’re someone who has created a whole game already, I believe, you may be very well able to gradually start using C++ with Unreal, when and where you need it. You will only know for certain, once you give it a try. Don’t let the fear of difficulty stop you - after all, I bet, there were for certain difficulties with Unity too here and there and things to learn, isn’t it so?
For me, the one thing which finally - after considering many so other things - gave the final decision to start with Unreal vs Unity, was too, that I liked the engine and it’s concepts quite a bit more over Unity’s, when I first dived in. So, there you have a good motivation to work with it, which can be quite enough to learn using it.