time is the issue , the devs can spend there time ether fixing bugs or adding features , or spend almost the same amount of time correcting the documentation for code that may have a bug , that once fixed needs the docs modding again to reflect the fix changes to the api’s
look at the api’s docs as a guide (not even read them so cant comment but an analogy of old would be like one of the original yagdrasill alpha version 0.95 linux manuals that had the words “alpha version trust this and die” in bold printed at the top of each page ), especially with ue5.x builds , fixing the code and getting it working is the high priority bit (doc’s are no use if the code is broken/changed, other than tell you what it should do not what it actually does )
were lucky though, it comes with the source , if you want to know how to use one of the api’s read the source for it
once the code becomes final , then is the time to fix the docs , quick reference api sheets etc.
also when reading the code to find out why your call to it fails , you may spot the bug that causes the issue , saving the devs hours trying to pin point it themselves , leaving the dev’s with more time to do the cool stuff like write new features ,and us to get on with our own dev using it , not waiting around for weeks for someone to get around to fixing it , so at the end of the day this can benefit us all
you dont have to be a expert c++ programmer to read the code and get an idea of what its doing , anyway you should be able to see what arg’s are needed to be passed to it almost as easy as a quick ref api sheet if nothing else ,c++ can be a pita to code but its readable , its why many prefer other languages like python, java etc , also note EA UE5 source is commented :), so more useful and up to date than the docs , maybe you will learn something from it in the process(C++ probably)
many hands make light work , may the source be with you