To drive the timeline display in the UI ahead, the plan is to have a faked action, which injects dummy population diff messages into the GUI, resulting in the build-up of a typical simple session timeline
Benefits - get rid of yet another pervasive Boost dependency - define additional more fine grained policies (move only, clonable)
...and as first step towards an UI-Session connection: actually include the Nexus and the CoreService in to ui-bus.cpp
...following a similar idea as employed when developing the Player-Engine connection