### Godot version

4.0 beta 10

### System information

Android 12gb ram Mediatek G95

### Issue description

Editor is crashing when opening a project from pc to Android editor. 

### Steps to reproduce

Create a scene from pc editor MEDIUM complex.
Now try to open it in Android editor. 

### Minimal reproduction project

https://github.com/selgesel/godot4-third-person-controller
This project. 

### I recommend.
I recommend to add a crash handler for Android editor.
CustomActivityoncrash is a good library to handle crash and logs are displayed on screen. 
return custom_aabb;
}
void ArrayMesh::regen_normal_maps() {
	if (surfaces.size() == 0) {
		return;
	}
	Vector<Ref<SurfaceTool>> surfs;
	for (int i = 0; i < get_surface_count(); i++) {
		Ref<SurfaceTool> st = memnew(SurfaceTool);
		st->create_from(Ref<ArrayMesh>(this), i);
		surfs.push_back(st);
	}
	clear_surfaces();
	for (int i = 0; i < surfs.size(); i++) {
		surfs.write[i]->generate_tangents();
		surfs.write[i]->commit(Ref<ArrayMesh>(this));
	}
}
bool (*array_mesh_lightmap_unwrap_callback)(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, int p_index_count, const uint8_t *p_cache_data, bool *r_use_cache, uint8_t **r_mesh_cache, int *r_mesh_cache_size, float **r_uv, int **r_vertex, int *r_vertex_count, int **r_index, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y) = nullptr;
struct ArrayMeshLightmapSurface {
	Ref<Material> material;
	LocalVector<SurfaceTool::Vertex> vertices;
	Mesh::PrimitiveType primitive = Mesh::PrimitiveType::PRIMITIVE_MAX;
	uint32_t format = 0;
};
Error ArrayMesh::lightmap_unwrap(const Transform3D &p_base_transform, float p_texel_size) {
	Vector<uint8_t> null_cache;
	return lightmap_unwrap_cached(p_base_transform, p_texel_size, null_cache, null_cache, false);
}
Error ArrayMesh::lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache, bool p_generate_cache) {