### 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. 
ERR_FAIL_COND_V(!array_mesh_lightmap_unwrap_callback, ERR_UNCONFIGURED);
	ERR_FAIL_COND_V_MSG(blend_shapes.size() != 0, ERR_UNAVAILABLE, "Can't unwrap mesh with blend shapes.");
	ERR_FAIL_COND_V_MSG(p_texel_size <= 0.0f, ERR_PARAMETER_RANGE_ERROR, "Texel size must be greater than 0.");
	LocalVector<float> vertices;
	LocalVector<float> normals;
	LocalVector<int> indices;
	LocalVector<float> uv;
	LocalVector<Pair<int, int>> uv_indices;
	Vector<ArrayMeshLightmapSurface> lightmap_surfaces;
	
	Basis basis = p_base_transform.get_basis();
	Vector3 scale = Vector3(basis.get_column(0).length(), basis.get_column(1).length(), basis.get_column(2).length());
	Transform3D transform;
	transform.scale(scale);
	Basis normal_basis = transform.basis.inverse().transposed();
	for (int i = 0; i < get_surface_count(); i++) {
		ArrayMeshLightmapSurface s;
		s.primitive = surface_get_primitive_type(i);
		ERR_FAIL_COND_V_MSG(s.primitive != Mesh::PRIMITIVE_TRIANGLES, ERR_UNAVAILABLE, "Only triangles are supported for lightmap unwrap.");
		s.format = surface_get_format(i);
		ERR_FAIL_COND_V_MSG(!(s.format & ARRAY_FORMAT_NORMAL), ERR_UNAVAILABLE, "Normals are required for lightmap unwrap.");
		Array arrays = surface_get_arrays(i);
		s.material = surface_get_material(i);
		SurfaceTool::create_vertex_array_from_triangle_arrays(arrays, s.vertices, &s.format);
		PackedVector3Array rvertices = arrays[Mesh::ARRAY_VERTEX];
		int vc = rvertices.size();
		PackedVector3Array rnormals = arrays[Mesh::ARRAY_NORMAL];