GC FSM - Event-driven, hierarchical finite state machines in blueprint

I’m thinking it would be bad in a situation where a player reloads mid-game and is currently in some state…in that case, I wouldn’t want an OnExit to fire when the saved-game state is restored, I’d just want the snapshot to be restored without any side effects. But maybe there are situations where it would be good? One solution to my situation would be to stop all FSMs when loading a save…don’t remember if that’s possible or convenient atm.

[Edit] Oh, and exit/re-enter when restoring the same state…hmm, not sure about that. I think I can imagine scenarios where either one would be helpful. Maybe making it an option on the restore function would be good?