UTexture2D C++ sample at x,y coordinates returning incorrect RGBA values

As bytes, yes, but use the node to convert them to floats and it will apply sRGB without your consent. (If you are going from FColor → FLinearColor) and mess up the final product

See?
image

The cast converts 225 into a float incorrectly, and spits out ~.75, but that isn’t a pure cast.
225/255 = .88

But when you cast back, it gives you the option to apply sRGB
image

Here is the cast with/without sRGB (Our diverging values)
image