Managed to run it with a visual studio debugger, got this call stack:
> Alpha-Win64-DebugGame.exe!VulkanRHI::FOldResourceHeap::AllocateResource(enum VulkanRHI::FOldResourceHeap::EType,unsigned int,unsigned int,bool,bool,char const *,unsigned int) C++
Alpha-Win64-DebugGame.exe!VulkanRHI::FResourceHeapManager::AllocateImageMemory(struct VkMemoryRequirements const &,unsigned int,char const *,unsigned int) C++
Alpha-Win64-DebugGame.exe!FVulkanSurface::FVulkanSurface(class FVulkanDevice &,enum VkImageViewType,enum EPixelFormat,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int,struct FRHIResourceCreateInfo const &) C++
Alpha-Win64-DebugGame.exe!FVulkanTextureBase::FVulkanTextureBase(class FVulkanDevice &,enum VkImageViewType,enum EPixelFormat,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int,struct FRHIResourceCreateInfo const &) C++
Alpha-Win64-DebugGame.exe!FVulkanDynamicRHI::RHICreateTexture3D_RenderThread(class FRHICommandListImmediate &,unsigned int,unsigned int,unsigned int,unsigned char,unsigned int,unsigned int,struct FRHIResourceCreateInfo &) C++
Alpha-Win64-DebugGame.exe!FRenderTargetPool::FindFreeElement(class FRHICommandList &,struct FPooledRenderTargetDesc const &,class TRefCountPtr<struct IPooledRenderTarget> &,wchar_t const *,bool,enum ERenderTargetTransience,bool) C++
Alpha-Win64-DebugGame.exe!TSparseArray<class TSetElement<struct TTuple<class FHeightfieldComponentTextures,class TArray<class FHeightfieldComponentDescription,class TSizedDefaultAllocator<32> > > >,class TSparseArrayAllocator<class TSizedDefaultAllocator<32>,class FDefaultBitArrayAllocator> >::AddUninitialized(void) C++
Alpha-Win64-DebugGame.exe!FHeightfieldLightingViewInfo::CompositeHeightfieldsIntoGlobalDistanceField(class FRHICommandList &,class FScene const *,class FViewInfo const &,float,class FGlobalDistanceFieldInfo const &,class FGlobalDistanceFieldClipmap const &,int,class FVolumeUpdateRegion const &) C++
Alpha-Win64-DebugGame.exe!UpdateGlobalDistanceFieldVolume(class FRHICommandListImmediate &,class FViewInfo &,class FScene const *,float,class FGlobalDistanceFieldInfo &) C++
Alpha-Win64-DebugGame.exe!FDeferredShadingSceneRenderer::PrepareDistanceFieldScene(class FRHICommandListImmediate &,bool) C++
Alpha-Win64-DebugGame.exe!FDeferredShadingSceneRenderer::Render(class FRHICommandListImmediate &) C++
Alpha-Win64-DebugGame.exe!UpdateReflectionSceneData(class FScene *) C++
Alpha-Win64-DebugGame.exe!UpdateReflectionSceneData(class FScene *) C++
Alpha-Win64-DebugGame.exe!FViewUniformShaderParameters:Operator=(class FViewUniformShaderParameters const &) C++
Alpha-Win64-DebugGame.exe!TBaseStaticDelegateInstance<void ,unsigned int &>::ExecuteIfSafe(wchar_t const *,class IConsoleObject *) C++
Alpha-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksNamedThread(int,bool) C++
Alpha-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksUntilQuit(int) C++
Alpha-Win64-DebugGame.exe!RenderingThreadMain(class FEvent *) C++
Alpha-Win64-DebugGame.exe!FRenderingThread::Run(void) C++
Alpha-Win64-DebugGame.exe!FRunnableThreadWin::Run(void) C++
Alpha-Win64-DebugGame.exe!FRunnableThreadWin::GuardedRun(void) C++
kernel32.dll!00007ffbb38d7034() Unknown
ntdll.dll!00007ffbb557cec1() Unknown