As an aside: the early 386's POPAD instruction has a famous bug. EAX is written in the RNI (run-next-instruction) delay slot via an indirect register file access -- the only instruction that does this. When the next instruction uses a base+index addressing mode, the register file write from POPAD collides with the EA calculation's register file read, corrupting the address. A fitting example of how complex optimizations can lead to problems.
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Foundational to this approach is the need to cross from the Unreal C++ boundary into the C# DLL code. This boundary is inherently risky as it lacks much of the standard safety checks we normally rely on in managed code.