Error during custom RayTracer Shader initialization

In the end I was able to make it work under Windows and DX12, moving from using FRHIRayTracingScene, now deprecated and probably broken, to FRHIShaderBindingTable

Basically:

FRHIShaderBindingTable* SBT = RayTracingSBT->AllocateRHI(RHICmdList, ERayTracingShaderBindingMode::RTPSO, ERayTracingHitGroupIndexingMode::Allow, 1, 0, PSOInitializer.GetMaxLocalBindingDataSize());

and use it with RHICmdLis

RHICmdList.SetRayTracingMissShader(SBT, 0, PipeLine, 0 /* ShaderIndexInPipeline */, 0, nullptr, 0);
RHICmdList.CommitShaderBindingTable(SBT);
RHICmdList.RayTraceDispatch(
			PipeLine,
			GetGlobalShaderMap(GMaxRHIFeatureLevel)->GetShader<FRayGenTestRGS>().GetRayTracingShader(),
			SBT, 
			GlobalResources, 
			TextureSize.X,
			TextureSize.Y
		);

Unfortunately using Vulkan the same code does not work, it hungs for a while and then I get VK_Device_Lost error whiel retrieving the FRDGBufferSRVRef layerView
So it’s still WIP