FWIW Blueprint is basically a scripting language, except instead of having you type something like "vector Foo = bar.GetPosition()" it has you create a "variable reference" block, a "variable assignment" block, a "GetPosition" block, a "reference to bar" block and then connect all of those blocks using "wires" alongside a wire that specifies execution flow.
But for all intents and purposes it is a scripting language - the blocks are even converted into an AST-like intermediate representation that is then either converted to a bytecode VM or is used to generate C++ (though the BP-to-C++ conversion generates very weird code since BP allows -conceptually- multiple things to run in parallel).
But the Blueprint "front end" can be replaced with another (text based) scripting language that generated the same IR and the rest would work the same. While i haven't seen UE3's source code so i can't be 100% certain, i'd bet that the IR and VM have their roots in UnrealScript - and chances are Verse is also targeting the same IR.
But for all intents and purposes it is a scripting language - the blocks are even converted into an AST-like intermediate representation that is then either converted to a bytecode VM or is used to generate C++ (though the BP-to-C++ conversion generates very weird code since BP allows -conceptually- multiple things to run in parallel).
But the Blueprint "front end" can be replaced with another (text based) scripting language that generated the same IR and the rest would work the same. While i haven't seen UE3's source code so i can't be 100% certain, i'd bet that the IR and VM have their roots in UnrealScript - and chances are Verse is also targeting the same IR.