Error Message "Failed to load asset bundle"

I am seeing this error message appear on OSX, and on Windows when streaming the iPad platform asset bundles I have created. Some of these may not be present yet and so it is suggested to check for errors and handle these as they arise, according to my research. These checks are as follows:

I am checking to see if the stream had an error via:
if(myWWWReference.error != null)

I am also checking to see if the assetbundle reference is null via:
if(myWWWReference.assetBundle == null)

Neither of these checks catch anything or indicate any issue.

I then assign my AssetBundle from the stream to a generic object reference (this is done because our caching system caches all sorts of object types, not just AssetBundles) via:
myObjectReference = myWWWReference.assetBundle;

This line triggers the above error message, included in full here:

Failed to load asset bundle
UnityEngine.WWW:get_assetBundle()
c__IteratorE:MoveNext()

I’ve tried pretty much everything I can think of, to detect this ‘error’ which Unity is flagging, but nothing works.

Has anyone had this, and found a solution?

Asset bundles will only work between certain platforms.

Android will only work with android and the editor.
IOS will only work with IOS devices and the editor.
Asset bundles built for a standalone will work with standalone players,webplayers and the editor.
Asset bundles built for a webplayer will work with webplayers, standalone players and the editor.

We will be adding some new documentation in the next release on asset bundles that should answer all the common questions that people have on the subject.

Platform compatibility for AssetBundles
			Standalone	Webplayer	iOS	Android
Editor		Y			Y			Y	Y
Standalone	Y			Y	 	 
Webplayer	Y			Y	 	 
iOS	 	 							Y	 
Android	 	 	 						Y