"Kill Height" kills engine

In cascade, using a trail renderer, attached to dummy particles (dummy particles come out of emitter, flow to the ground, trail mimics motion), when “Kill Height” is turned on for the trail (but not the dummy particles, the log will start outputting a trail status (it doesn’t, normally):

[2015.08.12-21.59.44:876][976]LogParticles: Data.OutTriangleCount =  192 vs. SourcePrimCount = 1584
[2015.08.12-21.59.44:876][976]LogParticles: Trail 25 has    16 triangles
[2015.08.12-21.59.44:876][976]LogParticles: Trail 19 has    12 triangles
[2015.08.12-21.59.44:876][976]LogParticles: Trail 27 has     6 triangles
[2015.08.12-21.59.44:876][976]LogParticles: Trail 15 has    20 triangles
[2015.08.12-21.59.44:876][976]LogParticles: Trail  2 has    10 triangles
[2015.08.12-21.59.44:876][976]LogParticles: Trail 18 has     0 triangles
[2015.08.12-21.59.44:876][976]LogParticles: Trail 20 has     4 triangles
[2015.08.12-21.59.44:876][976]LogParticles: Trail 13 has    94 triangles
[2015.08.12-21.59.44:876][976]LogParticles: Trail 16 has     2 triangles
[2015.08.12-21.59.44:876][976]LogParticles: Total 'live' trail count = 9
[2015.08.12-21.59.44:876][976]LogParticles: 	  164 triangles total (not counting degens)

and then crash:

Unknown exception - code 00000001 (first/second chance not available)

"Assertion failed: TRAIL_EMITTER_IS_HEAD(CurrTrailData->Flags) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Engine\Private\Particles\ParticleTrail2EmitterInstance.cpp] [Line: 2504]  "

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355] UE4Editor_Engine!FParticleRibbonEmitterInstance::DetermineVertexAndTriangleCount() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\particles\particletrail2emitterinstance.cpp:2511] UE4Editor_Engine!FParticleRibbonEmitterInstance::FillReplayData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\particles\particletrail2emitterinstance.cpp:2739] UE4Editor_Engine!FParticleRibbonEmitterInstance::GetDynamicData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\particles\particletrail2emitterinstance.cpp:2589] UE4Editor_Engine!UParticleSystemComponent::CreateDynamicData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\particles\particlecomponents.cpp:3174] UE4Editor_Engine!UParticleSystemComponent::UpdateDynamicData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\particles\particlecomponents.cpp:3279] UE4Editor_Engine!UParticleSystemComponent::SendRenderDynamicData_Concurrent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\particles\particlecomponents.cpp:2899] UE4Editor_Engine!UActorComponent::DoDeferredRenderUpdates_Concurrent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\actorcomponent.cpp:1180] UE4Editor_Engine!UWorld::SendAllEndOfFrameUpdates() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:806] UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:1313] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1339] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Hi FakeLoveOmer -

This particular crash issue has been addressed in version 4.9 of the engine. You can test on a copied version of your project in preview 3 right now.

Thank You -

Eric Ketchum