Not only… also API reference is complete (atleast it was i notice it start missing entries). If you want to see what specific function do, whats stopping you from checking that in source code? you can easily do that in VS.
Yes you can, you simply not aware of it yet, which i guess is because you never tried
Go to engine directory, to bineries, what do you see there? lake of modules similar to module you compile… because they work exact same way, they just distributed in diffrent way for convininace. Technically UE4 could work without project system (in fact this is how UE3 worked, you didn’t have any projects you put everything directly on engine, go check UDK)
Plugin system only classfies runtime and editor module, but thats just so engine knows how to package the game, you can also place editor only code in runtime module if you put recompilation conditions)
Open class viewer, search for your blueprints there, maybe that view on classes will enlight you. Btw that was default view on programable object before UE4, UE4 kind of hide it in favor of content browser (which also existed before), which is mistake as lot of people don’t see blueprint as a class and complitly misunderstands how to use them (thats why i did tutorial linked in my signature)
Well, maybe? still if you do Super call and update camera positioning reference, you only wasting performance to search camera component positioning which you will overwrite anyway