This looks like a few different particle systems tied together. The short answer to your question: Yes, I would use BP to spawn and move this. You can (and I have) do this entirely in Cascade, but that was when I was still learning how to make effects. I didn’t think it was time well spent to try and learn scripting/kismet/blueprint at the time, when I was still trying to learn particles and materials and get that muscle memory down (so to speak).
Long answer with some explanations:
This is super impractical to do all in one emitter, because if design needs the radius changed, or the time the effect needs to play on screen, etc, you are probably adjusting, at a glance 96 emitters (guessing 8 emitters per pillar, 12 pillars if my eyes aren’t fooling me). Even if you are sharing modules between emitters (Hold Shift and drag one module to another emitter and you will see a little + next to it) you would still need to adjust init location, motion, and lifetimes.
Blueprint way: you call just one particle effect, in this case our lightning pillar and it’s little ground trail, 12 different times and attach them to something that is controlled dynamically through blueprint. That dynamic control could be adjusted for how far the emitters spawn from the center point, how fast they rotate around it, and how long they live, all without you having to touch your particle system.