I found the visual programming language frustrating to use and reason about. While I loved the discoverability of working with blueprints (it is easy to find new nodes), I found that actually working on game logic quickly devolved into an unmaintainable mess of literally, spaghetti code. It was great for prototyping, but horrible at actually building something maintainable and understandable. Reading other people's blueprint setup is even worse.
I found the workflow even more frustrating. Blueprints are stored as uasset binaries, and as such make traditional version control impossible. Changing a single default parameter in a blueprint rewrites the entire file, and can not be diffed, merged, or reviewed, making git/p4 log nearly useless.
I know there is a builtin diff/merge in the editor, but it's pretty limited and I would say it's quite a far cry from what "normal" developers are used to in other parts of the software world.
I have since switched to using mostly C++, and only using blueprints for derived Actors to set up art (meshes, materials, etc). It's definitely slower to set up than using the blueprints. I'm not happy about being back in a place where segfaults can happen; the compile-play-crash-restart cycle is much longer than it should be. I'm not a huge fan of C++, warts and all. In return, however, I can actually read the code, grep it, review it, etc. Do "all the things" you're supposed to do as a good software engineer. I really don't know how the AAA game studios are managing real games with blueprints, I kind of doubt they are.
At least as an experienced software developer but amateur game programmer, I found it much more comfortable to sit down with C++ and learn their API, than it was to perform game logic by dragging around 'foreach' boxes and doing arithmetic by crossing lines.