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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
The technique you mention is used in the demo application (https://github.com/UNAmedia/ue4-multiworld-demo - there’s also a build ready to download) to showcase a possible use in a multiplayer game: the main world is network-replicated, while a secondary world is used as an “inventory” scene to change the player attributes. While the secondary world is technically not network replicated, it simply calls methods on the actors in the main worlds to take advantage of network replication, replicating the player changes to all the connected clients (using the standard replication system of UE4). I thin in the demo there’s a better description :)
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Free open-source dialogue plugin