Undivided /
It was an ensure, not a crash.
The crash reporter was telling the truth about a different problem.

Play a one-shot attack animation on a frame that runs long and the clip can overshoot its own end. The single-node instance clamps it back, the animation warping code sees time go backwards, and an ensure fires. On a machine with long frames that happens a lot, and every time it does the crash reporter pops up and looks like a crash.
The war was never actually falling over. Still, a swing that stutters at the end is a bad swing, so the fix is in the puppet: attack clips loop and a timer cuts them at their real length, a swing already in flight is never restarted, and death clips stop a little before their last frame and hold the pose. Zero ensures since across every verification run.
The lesson we keep relearning is that a scary dialog and a bug are two different objects. Measure which one you have before fixing either.