call UpdateTextureRegions twice on Tick Function will crash

I want to update several video streams to UTexture2D use UpdateTextureRegions, it will crash.
only update one video stream is fine.

void AVideoStreams::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

    int Width = 640, Height = 480;

    if (!DebugStreamTexture1)
    {
        DebugStreamTexture1 = UTexture2D::CreateTransient(Width, Height);
        DebugStreamTexture1->UpdateResource();

        DebugStreamTexture2 = UTexture2D::CreateTransient(Width, Height);
        DebugStreamTexture2->UpdateResource();

        DebugStreamTexture3 = UTexture2D::CreateTransient(Width, Height);
        DebugStreamTexture3->UpdateResource();

        DebugStreamTexture4 = UTexture2D::CreateTransient(Width, Height);
        DebugStreamTexture4->UpdateResource();
    }

    static uint8_t *StaticData = nullptr;
    if (!StaticData)
        StaticData = new uint8_t[4 * Width * Height];

    FDataCleanupFunc CleanupFunc =
        [](uint8 *SrcData, const FUpdateTextureRegion2D *Regions) -> void
    {
        delete Regions;
    };

    FUpdateTextureRegion2D *Region1 = new FUpdateTextureRegion2D(0, 0, 0, 0, Width, Height);
    DebugStreamTexture1->UpdateTextureRegions(0, 1, Region1, 4 * Width, 4,
                                              StaticData, CleanupFunc);

    FUpdateTextureRegion2D *Region2 = new FUpdateTextureRegion2D(0, 0, 0, 0, Width, Height);
    DebugStreamTexture2->UpdateTextureRegions(0, 1, Region2, 4 * Width, 4,
                                              StaticData, CleanupFunc);

    FUpdateTextureRegion2D *Region3 = new FUpdateTextureRegion2D(0, 0, 0, 0, Width, Height);
    DebugStreamTexture3->UpdateTextureRegions(0, 1, Region3, 4 * Width, 4,
                                              StaticData, CleanupFunc);

    FUpdateTextureRegion2D *Region4 = new FUpdateTextureRegion2D(0, 0, 0, 0, Width, Height);
    DebugStreamTexture4->UpdateTextureRegions(0, 1, Region4, 4 * Width, 4,
                                              StaticData, CleanupFunc);
}