Blueprints from a TA angle: editor tools, artist-facing actors, construction scripts, and the point where you stop and ask for C++.
Blueprints are Unreal's visual scripting system: real gameplay classes built from nodes. For TAs, they're the fastest path to editor helpers, procedural placement tools, artist-facing actors, light rigs, spline meshes, modular kits, and prototypes. They're not magic C++. BP has per-node overhead, so logic running thousands of times per frame belongs in native code.
BeginPlay, Tick, overlaps, input. Execution flows along the white wire; data along the colored ones.
The Construction Script runs in the editor whenever an instance is placed or edited. This is TA playground territory: a fence that scatters posts along a spline, a room that resizes trim meshes, a light fixture that syncs emissive color to the light. Add Instance Editable variables and designers get sliders instead of hand-placing twenty meshes.
Heavy construction scripts run while artists drag things around. That can make a level miserable to edit. Cache expensive results, and for large placement jobs use PCG or editor-time Python.
Get All Actors of Class in Tick - cache references once at BeginPlay.BP_Prop that casts to BP_GameMode drags the entire game mode (and everything it references) into memory with it.The deep dive is in Performance -> CPU, Blueprints & Ticks.