### 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. 
int vertex_ofs = vertices.size() / 3;
		vertices.resize((vertex_ofs + vc) * 3);
		normals.resize((vertex_ofs + vc) * 3);
		uv_indices.resize(vertex_ofs + vc);
		for (int j = 0; j < vc; j++) {
			Vector3 v = transform.xform(rvertices[j]);
			Vector3 n = normal_basis.xform(rnormals[j]).normalized();
			vertices[(j + vertex_ofs) * 3 + 0] = v.x;
			vertices[(j + vertex_ofs) * 3 + 1] = v.y;
			vertices[(j + vertex_ofs) * 3 + 2] = v.z;
			normals[(j + vertex_ofs) * 3 + 0] = n.x;
			normals[(j + vertex_ofs) * 3 + 1] = n.y;
			normals[(j + vertex_ofs) * 3 + 2] = n.z;
			uv_indices[j + vertex_ofs] = Pair<int, int>(i, j);
		}
		PackedInt32Array rindices = arrays[Mesh::ARRAY_INDEX];
		int ic = rindices.size();
		float eps = 1.19209290e-7F; 
		if (ic == 0) {
			for (int j = 0; j < vc / 3; j++) {
				Vector3 p0 = transform.xform(rvertices[j * 3 + 0]);
				Vector3 p1 = transform.xform(rvertices[j * 3 + 1]);
				Vector3 p2 = transform.xform(rvertices[j * 3 + 2]);
				if ((p0 - p1).length_squared() < eps || (p1 - p2).length_squared() < eps || (p2 - p0).length_squared() < eps) {
					continue;
				}
				indices.push_back(vertex_ofs + j * 3 + 0);
				indices.push_back(vertex_ofs + j * 3 + 1);
				indices.push_back(vertex_ofs + j * 3 + 2);
			}