Why C++ for Unreal 4?

I encountered bugs when I was using Unity, and all you can do when you find such a bug is find hacks to prevent it from occuring, my bug was that my terrains didn’t have textures when I generated them at runtime, the solution was to add a dummy terrain with all the textures loaded to force Unity to load them. As an engine programmer in real life I couldn’t take that. I moved to UE4 a year later, encountered a bug where BSP texture tools didn’t work at all, I downloaded UE’s sources found the bug in a couple of hours, patched it and created a pull request. That’s why I will never go back to Unity, because I reported a severe bug 3 years ago, a lot of people did as well and if I take a look at the ticket it’s still not resolved.

Reading comments such as “I always wonder how people with absolutely no affinity for visual stuff can even end up developing games.” is terribly sad, as if games were only visual.
Let me give you an answer : Blueprints are NOT as powerful as C++, I also don’t like having 15 boxes and 30 lines for something that would take me 2 lines in C++, I am sorry but blueprints become unreadable very fast and sometimes for very simple logic. Also an experienced Blueprint developer will never develop as quickly as an experienced C++ developer, I personally don’t see any benefit of using blueprints (with the exception of data blueprints).