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Currently, all catch-all events and cues (with the exception of the OnPassageEnter event) fire at once, regardless of whether a Story.Pause() has been issued. A new system should be introduced that allows cues to pile up and only fire when the story has been unpaused.
The text was updated successfully, but these errors were encountered:
Currently, all catch-all events and cues (with the exception of the OnPassageEnter event) fire at once, regardless of whether a Story.Pause() has been issued. A new system should be introduced that allows cues to pile up and only fire when the story has been unpaused.
The text was updated successfully, but these errors were encountered: