You get the benefit of offloading work this way to any number of separate threads/processes, but without the hassle of forcing Unreal to be thread safe.
- run a dedicated world simulation in a separate process/thread/physical machine
- connect to process via some messaging service
- read and dispatch messages from the world simulation during GameMode.Tick()
Depending on how much work you push to the backend, your Unreal client can become just a dumb “UI” that doesn’t do much logic.