Three microcode cycles for the writeback alone. That's acceptable because segment loads are already expensive multi-cycle operations, and the designers likely expected them to be infrequent -- most programs load their segments once at startup and never touch them again. Page translations happen on every memory access, so the same approach would be ruinous. Hence the fully autonomous hardware walker.
After selecting "Dismantle", the Unreal game client makes an HTTP request to the inventory service's dismantle endpoint. The body contains a JSON payload indicating the specific item being dismantled.
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