Developer Assistant code examples don't terminate properly.

I don’t know where to put this on the forums but I have noticed that when using the developer assistant, and it gives you example code, it doesn’t terminate properly and some of the standard markdown output is shown in the code block.

See screenshot:

I am using Firefox 152.0.1 (64-bit) on Windows.

This is still happening. Here is an another example;

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyBaseManager.generated.h"

/**
 * A manager class that should only be spawned via code, 
 * never dragged manually into a level by a level designer.
 */
UCLASS(NotPlaceable, Blueprintable)
class MYGAME_API AMyBaseManager : public AActor
{
    GENERATED_BODY()
};
```

### 3. Practical Impact for Blueprints
When you create a Blueprint that extends from a `NotPlaceable` C++ class, several rules apply:

*   **Inheritance:** The `NotPlaceable` status is **inherited**. If your C++ base is `NotPlaceable`, all Blueprints derived from it will also be hidden from the Place Actors panel.
*   **Overriding with `Placeable`:** If you want a specific Blueprint subclass to be placeable even though the parent is not, you can change this in the **Class Settings** of the Blueprint editor. Under the "Class Options" category, you will find a **Placeable** checkbox.
*   **Logic-Based Spawning:** Crucially, `NotPlaceable` **only affects Editor UI placement**. It does *not* prevent the class from being spawned at runtime via `SpawnActorFromClass` in Blueprints or `World->SpawnActor<T>()` in C++. This makes it ideal for manager actors, projectiles, or dynamic effects that should only exist through game logic.

### 4. `NotPlaceable` vs. `Abstract`
It is important to distinguish this from the `Abstract` specifier:

| Feature | `NotPlaceable` | `Abstract` |
| :--- | :--- | :--- |
| **Editor Placement** | Blocked | Blocked |
| **Runtime Spawning** | **Allowed** | **Blocked** (Crashes/Fails) |
| **Use Case** | Managers, Logic Actors, Projectiles | Base classes that lack full implementation |

### Use Cases
*   **Game State Managers:** Actors like a `WaveManager` or `InventoryReplicator` that must be spawned by the GameMode rather than placed by a level designer.
*   **Internal Helpers:** Utility actors that provide functionality to other actors but don't have a visual or physical presence that makes sense to "place" in a map.
*   **Cleanliness:** Preventing designers from accidentally placing a base class that requires specific runtime initialization to function.

The code block doesn’t get terminated and you miss part of the response.