Unreal C++ is so heavily modded that it often doesn't really feel like C++. Like I feel kind of odd the rare times I use std:: anything. And Unreal C++ tends to be garbage controlled, support reflection, and so on. The only real big downsides are you have C++ compile times and generally poor intellisense - though IDEs that specialize in Unreal, like Rider, have seen exponential improvements on that front. And for teams that are genuinely averse to C++, going 100% Blueprint is also a completely viable option.
For people scared off by C++ and who want faster recompile times, check out the Nim bindings [0]. Check out his Twitter/X account [1] for plenty of cool things it brings to the table.