Deployed Android APK crashes on splash screen - Assertion failed: Memory

I’m trying to test an application on my OnePlus 7 Pro, but the app fails to make it past the splash screen. Below is the log that is generated by Unreal once the app closes.

Could someone clarify what it means by “Error: Assertion failed: Memory [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformFile.cpp] [Line: 405]”? Does it mean storage, RAM, etc.?

The packaged APK comes with an OBB file weighing in at just over 2.2GB. Thanks!

[2019.07.30-13.24.57:285][  0]LogAndroid: Error: === Critical error: ===
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: 
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: Assertion failed: Memory [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformFile.cpp] [Line: 405] 
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: 
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: [Callstack] 0x00000000CC875CF4 (0x0000000003874CF4) libUE4.so!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...)  []
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: [Callstack] 0x00000000D08941CC (0x00000000078931CC) libUE4.so!void FDebug::CheckVerifyFailed<char16_t [1]>(char const*, char const*, int, char16_t const (&) [1])  []
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: [Callstack] 0x00000000CC7051AC (0x00000000037041AC) libUE4.so!FGenericReadRequest::PerformRequest()  []
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: [Callstack] 0x00000000CC7136D8 (0x00000000037126D8) libUE4.so!FAsyncTask<FGenericReadRequestWorker>::DoWork()  []
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: [Callstack] 0x00000000CC716310 (0x0000000003715310) libUE4.so!FAsyncTask<FGenericReadRequestWorker>::DoThreadedWork()  []
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: [Callstack] 0x00000000CC7A003C (0x000000000379F03C) libUE4.so!FQueuedThread::Run()  []
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: [Callstack] 0x00000000CC7616A0 (0x00000000037606A0) libUE4.so!FRunnableThreadPThread::Run()  []
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: [Callstack] 0x00000000CC6D768C (0x00000000036D668C) libUE4.so!FRunnableThreadPThread::_ThreadProc(void*)  []
[2019.07.30-13.24.57:285][  0]LogAndroid: Error: [Callstack] 0x00000000F59BAD02 (0x0000000000072D02) libc.so![Unknown]()  []
[2019.07.30-13.24.57:286][  0]LogAndroid: Error: [Callstack] 0x00000000F5966026 (0x000000000001E026) libc.so![Unknown]()  []
[2019.07.30-13.24.57:286][  0]LogAndroid: Error: 
[2019.07.30-13.24.57:286][  0]LogAndroid: Error: 
[2019.07.30-13.24.57:286][  0]LogAndroid: Error: 
[2019.07.30-13.24.57:286][  0]LogAndroid: Error:

I am having a similar issue - for me it was due to some meshes I was using having an absurdly high polygon/vertex count (somewhere around 3 million or something). As soon as I added these as assets to my project, it began to crash on build. To verify, I removed them temporarily, built, and everything ran fine. I’m not sure if this will help you but I wanted to let you know just in case it does.

I’ve stripped as much content as I could and still no joy. It’s truly frustrating working with Unreal at times.

For the sake of closure, in the end we had stripped the environment to its bare bones, which eventually worked! From there it was a case of gradually adding/restoring parts until the phone gave up, and then working in/around the poly counts and limits.