Creating a Shader Binding Table for DispatchRays (etc.) function

Hello!

At the moment i try to follow this great tutorial:

How to Create a Custom Ray Tracing Shader as a Plugin | Epic Developer Community

While using UE5.5 there are a few differences i thought i have already managed, but when starting simulating the editor is crashing with the following error:

Error: appError called: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Epic Games\UE_5.5\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 783]
Array index out of bounds: 0 into an array of size 0

The error occurs while entering the following line:

RHICmdList.SetRayTracingMissShader(RHIScene, 0, PipeLine, 0, 0, nullptr, 0);

What i want to do now, because of the deprecated usage of RayTracingScene and SetRayTracingMissShader is to use the FRHIShaderBindingTable. But i cannot find a good documentation or anything for it. Maybe someone of you can explain to me how i can build a ShaderBindingTable.

Thank you very much!