Since its UE4, you probably should have linked the C++ code for A* since that's the alternative for most UE4 games these days. As a professional programmer, I find the code (both in Python and C++) to be quite clean and clear, but in my experience most production code is not that nice. Also, while it looks clean and clear, actually understanding the code is not that easy for me. The Blueprints screenshot is too low resolution for me to compare to see if that's any easier to understand or not. My point is that the textual format isn't necessarily easier and if it is, its largely because we've spent many years reading and writing code like that and presumably very little time reading and writing visual code. Of course we would be more fluent in textual languages!

A few years back, I used Max/MSP and Max4Live for a little while and I found it a liberating experience. Max has some, IMHO, rather deep problems which prevent it from being a realistic replacement for a "real" programming language[1], but it also had a bunch of things that made it great. First of all, I realised that the reason that most of the code you see online is a spaghetti-code mess is that most of it was written by people who did not have any software engineering training -- artists and musicians -- and therefore they did not learn the principles that we use (and are just as important even in textual languages) like encapsulation, abstraction, good naming, good factoring, single responsibility and so on. Without these things, code is a horrible unreadable mess regardless of if it is text or pictures. The target audience of Max (and the non-programmer designers that often use Blueprints) are not professional programmers with these principles ingrained, so their code doesn't look great, but it would look like that in text too[2]. However, these people, despite their messy code, manage to do great things! I've seen some write-only mess of Max code that generated awesome music and visuals and I've seen some write-only mess of Blueprints code that a game designer made to test out some gameplay ideas. In that respect, I think they've both been very successful.

Another thing I really liked about Max is experimentally developing a piece of code: throwing down a rough outline of what I wanted and then experimentally working towards a solution. One thing that Max allowed me to do that made this super streamlined is to not name things until I knew what they actually were. In text, you often end up with placeholder names. In visual languages, you have some unlabelled boxes or lines. Similarly, the debugging experience of being able to watch values flow through lines was pretty fantastic, as was the interactive development experience that Max provides. Finally, some algorithms are super clear in Max that are not so clear in text, but highly mathematical code does typically look and read a lot better in text.

For the record, I have not used Blueprints, but I have used a number of other visual languages: mainly Max and Flowstone/synthmaker, but also some mini-languages embedded in other tools (visual material/shader creation tools are popular in both game engines and 3d modelling tools).

[1] Max has quite limited datatypes. At least at the time, you could not have lists of lists and there wasn't really any other container data structures. That really limited what you could do (or at least, made the code a lot messier than it needed to be). I suppose the target audience doesn't need a hash map of lists of sets, but as a programmer, I really missed these things. I have a list of stuff somewhere that, if Max had these, it would be my ideal programming environment.

[2] That's if they would write it in text at all. I feel, at least for the musicians I know, they would simply look for other tools if they had to learn textual programming. I think one part of the appeal of visual for some of these people is that it tricks them into learning to program without them necessarily realising it, but if they were asked to learn a textual language they would make excuses about not being programmers. I've seen this happen.