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Implicit Sectr Members and Sectr Unload Event


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I'm looking for confirmation on a few things:

  1. Should a SECTR_Sector have explicit SECTR_Members or do its bounds implicitly make GameObjects within it members?
    1. Any context or tradeoffs information related to this?
  2. Is there an event that gets dispatched before a Sector is about to be unloaded?
    1. Or is there a way to mark certain GameObjects that reside in a Sector's volume to be ignored when unloaded? I know there is SECTR_Hibernator but it didn't work for this use case as I was expecting (unless I used it wrong)
  3. Is there a way to track the streaming percentage? If so, how?
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