I'm a programmer who does hobbyist gamedev and is a big fan of blueprints despite writing in text all day, for a few reasons.
* A lot of game engine functionality is extremely helpful but not discoverable. Visual scripting languages make the full spectrum of the engine's API more easily discovered
* Games are very stateful, and I find it is much easier to conceptualize this with blueprints than with code, which is better for functional stuff
* Collapsing nodes in blueprints is much more powerful as a documentation tool than collapsable lines of code. When you collapse nodes, you can show the execution running through long text high level descriptors of what hidden blocks are doing, and without needing to create a function for that task specifically.
e.g. code might do something like
def update_target():
target = find_new_target() # set target to nearest enemy unit
attack_pattern = choose_attack_pattern() # choose next attack pattern
execute_attack() # perform attack montage and execute effects
____________________
whereas the bp would be
Set next target to nearest enemy ->
Choose next attack pattern ->
Perform attack montage and execute effects
It becomes pseudocode that is bright and on the forefront of your attention, vs. most code editors which will highlight code and lowlight comments.