In the stable version, the Machine style locked exit is achieved by overlaying a real locked exit object over a fake non-locked exit.
The culling of the "Fake" option, without first implementing seperation of triggered and constant animations within the same object, has lead to a situation where this exit no longer functions correctly graphically - most critically, outside of Clear Physics Mode there is no indication whatsoever of its location once it's been unlocked. Using a non-fake non-locked exit would not work for obvious reasons. Creating a duplicate of the exit object, but with no effect, would work, but this will cause confusion in the editor for people designing levels.
What is the suggested workaround (or permanent fix) based on current plans?