Sorry for bringing this back up, but does anyone have any idea of how this might be resolved in Blueprints? Like OP, it seems to only have started occurring when I added an emissive color to a custom sprite material that is applied to a Paper2d sprite.
I’m so glad I found this forum post as I can at least disable the effect for now, but I would love to implement it back in if possible.
What is interesting is it would crash even if I didn’t trigger the emissive color.
Any suggestions on how I might be able to implement the same C++ workaround but in BP?
Thanks in advance!