The ctor of FD3D12BindlessResourceManager implies that GPU heap activation is intended to occur lazily with ERHIBindlessConfiguration::RayTracingShaders, however any call to FD3D12BindlessResourceManager::GrowCPUHeap() (as a consequence of needing to allocate additional bindless descriptors) will cause a GPU heap activation, whether it is needed or not.
The negative consequence of this is that we use more GPU memory than necessary with D3D12 RHI.
Perhaps a check on ActiveGpuHeapIndex >= 0 is needed before setting bRequestNewActiveGpuHeap and bCPUHeapResized in FD3D12BindlessResourceManager::GrowCPUHeap()?