It's extremely powerful, but it comes at a cost because it's nigh impossible to create diffs between different versions of Blueprints AFAIK.
I did see this (https://forums.unrealengine.com/community/community-content-...) the other day which looks pretty cool, essentially being able to embed some C++ at the Blueprint level, but I don't think that will necessarily solve the problem.
Why not? What makes their representation undiffable?
See the sibling poster, they did actually add a visual diff/merge tool in a much earlier version and I missed that.
There's been ways to diff binary files forever. Doesn't mean it is a great idea to store source code in that manner though. With UE4 you're not really supposed to be able to edit the Blueprint "code" outside the UE4 Editor.
I would argue that the shader editor in UE3 had none of these properties. It showed you cycle count and each step of the graph visually for debugging.
Also, I don't mean to be blunt but you aren't the target for those tools. Where they shine is when you have a level artist that needs to make a small tweak to how a shader looks. With those systems you don't have to loop in a dev to make it happen. You still need a solid tech artist to make sure things don't get out of hand and they're not a tool for every problem but in the domains where it aligns you see 10x gains on a regular basis.