[=EruArnold;131539]
As for the performance-argument, it is probably the most irrelevant in this context - Epic’s personnel has repeatedly stated that Blueprints are around 10X slower then native-c++, and yet they still recommend them for most scripting tasks, as they were developed specifically for that (which was a very large and substantial investment on their part).
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You took it out of context. Blueprints are 10x times slower uder certain conditions. Like performing heavy math operations.
When what you blueprint does is only calling C++ functions (sic!), you only pay interop cost. Which is negligible.