If nothing else, using DBP to create games will most definitely teach you how to properly structure a game engine, and will also help you by leaps and bounds in the process of creating a working system for any other kind of program.
Using something straightforward about the subject, like DBP, will allow you to think like a computer, follow and plot the program flow, and be able to construct more and more stable, flexible systems and methods of execution, without having to dig around in the low-level and quite tedious technical aspects of the program.
Using DBP, you will be able to focus on the way your game engine runs and be able to tell it what to do in quick, organized sets of instruction, and not have to write seventy lines to call only a few functions in order to define or initialize something. Examples of doing this tedious work are filling an instance of the D3D object, or a window. Infact both of these will not even be bothered with by the programmer, because DBP was created with the intent to keep the programmer worring about the way the game runs one-hundred percent.
However, after mastering DBP, it will be in your very best interest to learn to program in C++. With the knowledge and mindset you will have acquired through programming complex systems in easy compilers like DBP, C++ will be worlds easier to understand.
C++ is also a more optimal choice because it provides the ability to program games and multimedia applications with OpenGL--which, once understood properly, is much more streamlined than the now-seemingly bulky DirectX, and just as powerful; not to mention the fact that it works on Macs
MEH