Issues with StatsThread crashing

Hi I have an issue with the stats thread crashing more often than not when I’m trying to add custom GPU profile element into the program. The issue persists randomly but when I have “stat gpu” or “stat startfile” running in the background, it doesn’t seem to crash.
I am not sure if I am calling the profiling properly and would really like to figure it out. If anyone can help me out, it would be great. I am running my test in PIE mode.
Here is the related log

[2019.12.09-23.39.42:670][107]LogThreadingWindows: Error: Runnable thread StatsThread crashed.
[2019.12.09-23.39.42:670][107]LogWindows: Error: === Critical error: ===
[2019.12.09-23.39.42:670][107]LogWindows: Error: 
[2019.12.09-23.39.42:670][107]LogWindows: Error: Assertion failed: Item.NameAndInfo.GetFlag(EStatMetaFlags::DummyAlwaysOne) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Stats\StatsData.cpp] [Line: 818] 
[2019.12.09-23.39.42:670][107]LogWindows: Error: 
[2019.12.09-23.39.42:670][107]LogWindows: Error: 
[2019.12.09-23.39.42:670][107]LogWindows: Error: 
[2019.12.09-23.39.42:670][107]LogWindows: Error: [Callstack] 0x00007ffcc106a839 KERNELBASE.dll!UnknownFunction []
[2019.12.09-23.39.42:670][107]LogWindows: Error: [Callstack] 0x00007ffc90526850 UE4Editor-ApplicationCore.dll!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowserroroutputdevice.cpp:65]

assersion failure at Line 818 of StatsData.cpp we see this
When I look at the assertion code in engine i see this

check(Item.NameAndInfo.GetFlag(EStatMetaFlags::DummyAlwaysOne));  // we should never be sending short names to the stats any more

I maybe declaring and assigning gpu stat wrong. Here is how I’m doing it.
I declare my custom gpu stat as a global variable of my plugin implementation cpp file like so…

DECLARE_GPU_STAT_NAMED(SIM_Display, TEXT("SIM_RTDisplay"));

I then within my render thread scope the time taken from the thread as such

ENQUEUE_RENDER_COMMAND(DisplayShaderRunner)(
		[MyShader](FRHICommandListImmediate& RHICmdList)
		{
			SCOPED_GPU_STAT(RHICmdList, SIM_Display);
			MyShader->ExecuteDisplayShader_RenderThread(RHICmdList);
		}
	);

One thing I notice is that the stats display as blank in the editor mode but start displaying data once I interact with shader. Which makes sense since the shader is called every tick in the game loop and stats start counting once it’s inside my shader class.

My entire log of the error can be found here.