android app randomly crashes with below callstack.
engine version : 4.14.1
device : SM-G930K (samsung galaxy s7)
============================= CALLSTACK =============================
Assertion failed: UniformBufferRHI.GetReference() [File:d:/UnrealEngine/Engine/Source\Runtime/RenderCore/Public/UniformBuffer.h] [Line: 78]
libUE4.so!FDebug::LogAssertFailedMessage(char const*, char const*, int, wchar_t const*, ...)
libUE4.so!void SetUniformBufferParameter(FRHICommandList&, FRHIVertexShader*, TShaderUniformBufferParameter const&, TUniformBuffer const&)
libUE4.so!void FMeshMaterialShader::SetMesh(FRHICommandList&, FRHIVertexShader*, FVertexFactory const*, FSceneView const&, FPrimitiveSceneProxy const*, FMeshBatchElement const&, FMeshDrawingRenderState const&, unsigned int)
libUE4.so!TMobileBasePassDrawingPolicy::SetMeshRenderState(FRHICommandList&, FViewInfo const&, FPrimitiveSceneProxy const*, FMeshBatch const&, int, bool, FMeshDrawingRenderState const&, TMobileBasePassDrawingPolicy::ElementDataType const&, FMeshDrawingPolicy::ContextDataType) const
libUE4.so!void FDrawMobileTranslucentMeshAction::Process<0>(FRHICommandList&, FProcessBasePassMeshParameters const&, FUniformLightMapPolicy const&, FLightCacheInterface const* const&) const
libUE4.so!void ProcessMobileBasePassMesh(FRHICommandList&, FProcessBasePassMeshParameters const&, FDrawMobileTranslucentMeshAction const&)
libUE4.so!FMobileTranslucencyDrawingPolicyFactory::DrawDynamicMesh(FRHICommandList&, FViewInfo const&, FMobileTranslucencyDrawingPolicyFactory::ContextType, FMeshBatch const&, bool, bool, FPrimitiveSceneProxy const*, FHitProxyId)
libUE4.so!void FTranslucentPrimSet::DrawPrimitivesForMobile(FRHICommandListImmediate&, FViewInfo const&, FMobileTranslucencyDrawingPolicyFactory::ContextType&) const
libUE4.so!FMobileSceneRenderer::RenderTranslucency(FRHICommandListImmediate&)
libUE4.so!FMobileSceneRenderer::Render(FRHICommandListImmediate&)
libUE4.so![Unknown]()
libUE4.so![Unknown]()
libUE4.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool)
libUE4.so!FNamedTaskThread::ProcessTasksUntilQuit(int)
libUE4.so!RenderingThreadMain(FEvent*)
libUE4.so!FRenderingThread::Run()
libUE4.so!FRunnableThreadPThread::Run()
libUE4.so!FRunnableThreadPThread::_ThreadProc(void*)