UE5 Oblivion Synchronization - ianpatt/obse64 GitHub Wiki
Oblivion Remastered runs a stripped-down version of the original engine on a worker thread. Most of the rendering is stubbed out, but the NetImmerse scenegraph is still present as it's used for gameplay. The two engines are synchronized via the various custom Pairing classes in the Altar Unreal module.
Forms are "synchronized" in a somewhat painful way - the baked Unreal data just contains UObjects mirroring the original forms. They generally store a subset of the original data, along with additional Unreal-side rendering/simulation data.