Since SDK Update Blog Feedback doesn't actually allow feedback, by comments or answers, I made this nice little thread. Now, your Unreal Cpp - BP Upgrade Guide is not very good. This is because of many reasons. There are huge differences in the two SDKs and you never discuss them. Without searching through your test actor that luckily was provided, I wouldn't have realised you're using the PlayFabSettings to store the logged in user. You don't speak of the CustomData parameter for each call. I could take some more time to learn about it, but I jsut don't understand why it's not something you discuss.
In the guide you say, "The C++ SDK contained no blueprint interaction" When in fact, it had the PlayFabProxy module that provided exactly that. I understand that UE4 isn't a big part of your user base and that you don't have anyone particularly experienced in UE4, but saying something completely off about the SDK makes me really wonder if you know what you're providing.
In the end of the guide you say you can't do much for the C++ users without doubling the size of the plugin. Why does the size of the plugin matter so much? It's not that big to begin with and using the SDK Generator you have, you can just create a simply C++ friendly wrapper. Sure it might increase the size some, but that would have no realistic effect as far as I am aware.
As always, thanks for your time. Looking forward to some responses. Sorry about being so bashful, just trying to be critical.