Of course I figured it out like 30 minutes after asking for help.
So when you include a texture in the material, you need to add the following into the shader parameters
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
and then set it with something similar to this with PassParameters
being the parameters for the shader
FViewUniformShaderParameters ViewUniformShaderParameters;
ViewUniformShaderParameters.GameTime = Params.GameTime;
ViewUniformShaderParameters.RealTime = Params.GameTime;
ViewUniformShaderParameters.Random = Params.Random;
PassParameters->View = TUniformBufferRef<FViewUniformShaderParameters>::CreateUniformBufferImmediate(ViewUniformShaderParameters, UniformBuffer_SingleFrame);
The shader no longer crashes the engine but I do have another issue to fix