I see. One way to achieve that would be to create a secondary FSMOwner on the gameobject with an ANY STATE node and event conditional transitions to other states which would contain the actions you need to perform for each case.
Events send from your main FSM will be checked in that secondary FSM, so the ANY STATE will respond accordingly while your main FSM will continue it’ normal flow.
Let me know if you need any clarifications on the setup.
Thanks.
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