Unfortunately, that kinda plays to Unreal - Blueprints get around the traditional barrier to using it, which was the expectation that devs knew how to actually dev in c++. Expect a wave soon of game dev academy graduates who literally only know Blueprints.
Wouldn't worry too much about that. Blueprints are vastly overhyped. You, in fact, do need to know how to code if you want to do anything more complicated with them, and even then, they can very easily destroy the game's performance unless you know what you're doing. And at that point, you'll just write it in C++. They're a great supplemental tool when you want to make instances that behave slightly differently from base class and don't feel like crating new child classes just for that, but should you try to make a whole game using them, you'll find it become a buggy mess with abysmal performance.
Trust me, our studio has tried to teach designers and the like to script shit in blueprints on their own, but it quickly turned out to not be feasible for anything but the simplest shit. If you give them free rein, they'll nuke the performance because they don't know what they're doing, meaning a coder needs to review whatever they do, at which point it's easier if the coder just does it himself, and he'll do anything complicated in C++ (because it performs better and is actually faster to write most of the time). So much for blueprints.