My game would freeze for like half a second randomly when played in editor. This would happen exactly once every time I hit play, with this error message in log:
Ensure condition failed: false [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshComponentPhysics.cpp] [Line: 3473]
After this one freeze the game would run fine.
Looking at the Output Log, I see multiple warnings such as this:
LogCollisionProfile: Warning: Profile (NoCollision) - Custom Channel Name = ‘GameTraceChannel5’ hasn’t been found
I have never created these custom channels, they do not appear in project settings, or in the mentioned collision profiles. So what could be the cause and how can I fix it (preferably without recreating the default collision profiles)?
Hey there @Houthakker888! This is definitely an odd one. Are you using any external assets that might have had custom collisions in their original project?
@SupportiveEntity Thanks for the reply!
I am using external assets, but I recognize channels from these assets and still use them. Pretty sure none of them contain things like GameTraceChannel5.
There are some models/animations I migrated specifically for retargeting though, didn’t keep track of those.
If I don’t care about breaking the external assets, and were to just manually delete these channels from the profile information, how do I get started?
Nvm I found them in DefaultEngine.ini. Weird that when writing said ini the collision profiles aren’t completely replaced every time they change.
Thanks all the same.
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Awesome, glad you got it sorted. For those coming to this thread from the future, there are some defaults applied in the DefaultEngine.ini that were plaguing them. The location for that specifically is YourProjectDirectory/Config/DefaultEnginee.ini, and it likely line 3.
Hi again @SupportiveEntity ,
I’ve noticed since fixing the collision profiles that this ‘Ensure condition failed’ error is still happening. I checked the code mentioned in the error, and it relates to collision shapes, spheres, boxes, capsules, etc., and I don’t understand how a shape can be missing??
What could be the problem here?
Hrm, I’ll remove the solution tag so it isn’t resolved anymore in case someone knows what’s up.
Is it still pointing to SkeletalMeshComponentPhysics.cpp] [Line: 3473]
?
Does your SKM (or any) have a physical asset attached? Have you force deleted any physical assets? Might be worth regenerating it and seeing if that sorts it out.
I have TONS of physics assets, and would like to save regenerating all of them for a last resort 
EDIT: I tried anyways, didn’t fix the issue.
Log mentions
TSet<TTuple<FName,FBodyInstance * __ptr64>,TDefaultMapHashableKeyFuncs<FName,FBodyInstance * __ptr64,0>,FDefaultSetAllocator>::Emplace<TPairInitializer<FName const & __ptr64,FBodyInstance * __ptr64 const & __ptr64> >() []
.
I was wrong lol. No idea what it means.
Sounds about right. Might be possible, if it’s not a hard crashing error then you should be able to write a test for it. Now the question is how to go about it. A reference would remain valid as an object regardless. If you’re working from source you could just splice in a fail-state on that line if you want, but if not we’d have to think of a good way to test each primitive collision in each of the PHAT in play.
I found the problem, and it’s chaos cloth. Collide with environment gives a line 3473, no crash in editor, but yes in shipping build; Collide with attached children gives line 3300 and crashes the editor.
Are these working as intended right now? Strange that no one else ever got these errors.
Ahhhh Chaos cloth. I’ve actually had a good couple of reports on Chaos cloth reacting oddly, but not the errors you’d had, I’m quite surprised actually. Do you have any code interacting with it or is it just on the SKMs like capes etc. If you hadn’t done anything directly, would you be alright filing a bug report? I’ve been unable to pin down if all of these have been related or not.
Yeah it’s just a cape without code. I don’t think I can properly describe the actual error or provide steps to reproduce though 
At least I remade some physics assets and they’re better than before. Thanks again!
No worries! I have to ask because reporting these things even vaguely is the only way they show up on the radar. Even just the basic rundown, dropping the project files and the error codes can help out. There’s no easy way to reproduce this anyway so the project itself would be the only means of showing it off clearer. Other than that, thanks for letting me know!