These are hardcoded in the engine and triggered at various times/events. We could possibly use an event system (would require a much larger refactor to fully take advantage of), or we could simply (for now) hardcode all of the places the engine does.
These are hardcoded in the engine and triggered at various times/events. We could possibly use an event system (would require a much larger refactor to fully take advantage of), or we could simply (for now) hardcode all of the places the engine does.