Blueprints are fast because the alternative is using c++,
No, Blueprints are fast because they don't actually require any understanding of programming whatsoever.
A complete beginner can waltz in, drop a couple blocks and make a very simple teleporter. So long as they start to understand what exactly it is they want to do, there's no syntax or difficult naming schemes in their way.
You're a programmer (well, a scripter at least). As I said it's easy for
you, but you are not the market for your game.
I was more thinking of using a simple scripting language like torkscript.
TorqueScript is not a simple language, and the documentation is a loving ridiculous pain in the arse to find and read through. One of the worst learning experiences I've ever had.
Honestly, I would prefer coding in straight C++ than doing more TS.
Yes, I'm also assuming the modders know what they're doing. It's worked very well in blockland.
This is such an incredibly pretentious, ridiculous, uneducated opinion, and it shows me that you're not actually ready to be making games yet if you're not capable of doing basic research for your market.
How many people who will be modeling new cars will actually know how to program their functionality? I guarantee very few, if any at all. In fact, most vehicle mods I find for the various games I play DON'T include scripts, and have just models with instructions to swap them over the top of other, pre-existing vehicles, which leads to broken handling and weird glitches.
Not every potential modder is Filipe. There's a lot of people who don't know and don't care on how to write in instructions; they just quickly want to see their content do something.