Completion events have dispatching priority. That is, they are dispatched ahead of any pending Event occurrences in the event pool. Source Unified Modeling Language 2.5.1
In case of simple States, a completion event is generated when the associated entry and doActivity Behaviors have completed executing. If no such Behaviors are defined, the completion event is generated upon entry into the State. Source Unified Modeling Language 2.5.1
The event that enables this trigger is called a completion event and it signifies that all Behaviors associated with the source State of the completion Transition have completed execution. Source Unified Modeling Language 2.5.1
14.2.3.8.3 Completion Transitions and completion events: A special kind of Transition is a completion Transition, which has an implicit trigger. Source Unified Modeling Language 2.5.1
BUG: Cameo Simulation Toolkit 19SP3: StateMachine: Crashes with an irrelevant "memory error" report if you fire a signal Trigger during execution of an 'entry' Activity with a timer
However, if the Action is an invocation of a Behavior with streaming Parameters ... then the Action execution may also post data to OutputPins corresponding to streaming output Parameters before completion of the execution ... Source Unified Modeling Language 2.5.1
When completed, an Action execution provides any output data on the OutputPins of the Action, and it terminates. Source Unified Modeling Language 2.5.1
An Action continues executing until it has completed. The detailed semantics of the execution of an Action and the definition of its completion depend on the particular kind of Action being executed. Source Unified Modeling Language 2.5.1
When an Action in an Activity completes execution, object tokens for output data placed on its OutputPins may be offered on any outgoing ObjectFlows from those Pins ... In addition, control tokens shall be offered on any outgoing ControlFlows ... Source Unified Modeling Language 2.5.1