Talking about Unreal Blueprints, did you know creating a new blueprint node is as simple as writing a C++ function and adding a reflection macro on top of it, that's it. It's freaking awesome.
The only time blueprints fail me are
1) Really nitty gritty networking stuff 2) More classic CS algorithmic stuff, with strings, arrays, sorting, etc.
The latter feels very solveable. Maybe in ue5...