Regarding the visual scripting, it evolved into what is now FlowCanvas. Are you refering to something simpler like the Dialogue System but generalized?
An FSM state in regards to transitions, can be set to “Check After State Finish”. Is that what you are refering to?
You can also Start, Pause and Stop an FSM with the relevant methods on the FSMOwner component. StartBehaviour, StopBeaviour, PauseBehaviour, but an FSM can’t be paused and automaticaly Start on an event if that’s what you are after.
I really don’t think updating several FSMs for the Active quests, would cause a performance issue though.
Let me know. (possibly starting a new thread about it if you like)
Cheers!