How does Unreal call code that doesn't exist yet?

So I've been learning C and I'm actually a bit curious how they implemented it, Unity compiles stuff to CIL because it primarily runs C# scripts and AFAIK is programmed in C#, this makes sense because Microsoft provides tools to do this and it's in a virtual environment in it's runtime, a lot of engines use Lua, which turns into bytecode and is interpreted, this also makes sense because it's being put into essentially a runtime with completely virtual memory like C#. Now Unreal does Blueprint (if you use Blueprints) -> C++ -> Machine code. I have two questions:

- How does it actually look in the source code? Do they call the compiler and it magically gives them a function pointer to the machine code? (obviously isn't this simple but you get what I'm asking)

- How does that look under the hood? How does Unreal know that what it's about to execute won't cause an error in the rest of the program/whatever other user-defined code is running on that thread? Even the best compiler can't account for every possible error

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u/Jbolt3737 — 10 days ago
▲ 89 r/g13

My author nutted on his cat on accident (let me explain)

I'm a reddit post, what happened it was before I was posted (it was 3 days ago) and I was waiting to be born with god, when we realized in horror that u/snowbeleopard (my OP, now banned) was writting "I nutted on my cat on accident (let me explain)"; according to the IPhone, it was 10:36pm my OP was jorking his it to some porn on reddit, when his cat got on his bed and accidentally finished on his cat!

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u/Jbolt3737 — 3 months ago

Someone should make a website where users can submit AI images and other people recreate the images as humans through drawing, 3D rendering, and taking pictures irl, similar to image above (sadly cannot refind the creator)

u/Jbolt3737 — 4 months ago