Plugin Project Crashing randomly even after reverting to previously working code

Below is the log file. I have my code crash on me at random times, even if I revert my code to a previous working version. I am not sure what the missing Shader Type and “heirarchical cache hierarchy” is playing a role. Also get random symbols and letters with the shader type on each crash. My code is available on github here (https://github.com/som1990/UE4_20ShaderPluginDev) and the latest changes are in ComputeTestImplementation.cpp.

Edit: Replaced log Errors with symbols loaded

[2019.10.18-00.04.53:796][  0]LogWindows: Error: === Critical error: ===
[2019.10.18-00.04.53:796][  0]LogWindows: Error: 
[2019.10.18-00.04.53:796][  0]LogWindows: Error: Fatal error!
[2019.10.18-00.04.53:796][  0]LogWindows: Error: 
[2019.10.18-00.04.53:796][  0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000058
[2019.10.18-00.04.53:796][  0]LogWindows: Error: 
[2019.10.18-00.04.53:796][  0]LogWindows: Error: [Callstack] 0x00007ffa7a5f908a UE4Editor-ShaderCore.dll!TSet<TTuple<FShaderId,FShader * __ptr64>,TDefaultMapHashableKeyFuncs<FShaderId,FShader * __ptr64,0>,FDefaultSetAllocator>::FindId() [d:\build\++ue4\sync\engine\source\runtime\core\public\containers\set.h:631]
[2019.10.18-00.04.53:796][  0]LogWindows: Error: [Callstack] 0x00007ffa7a5f9bdf UE4Editor-ShaderCore.dll!FShaderType::FindShaderById() [d:\build\++ue4\sync\engine\source\runtime\shadercore\private\shader.cpp:312]
[2019.10.18-00.04.53:796][  0]LogWindows: Error: [Callstack] 0x00007ffa1ba408bd UE4Editor-Engine.dll!TShaderMap<FGlobalShaderType>::RegisterSerializedShaders() [d:\build\++ue4\sync\engine\source\runtime\shadercore\public\shader.h:1937]
[2019.10.18-00.04.53:796][  0]LogWindows: Error: [Callstack] 0x00007ffa1ba05dee UE4Editor-Engine.dll!CompileGlobalShaderMap() [d:\build\++ue4\sync\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:4090]
[2019.10.18-00.04.53:796][  0]LogWindows: Error: [Callstack] 0x00007ff7613ccdc2 UE4Editor.exe!FEngineLoop::PreInit() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1852]
[2019.10.18-00.04.53:796][  0]LogWindows: Error: [Callstack] 0x00007ff7613c5968 UE4Editor.exe!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:127]
[2019.10.18-00.04.53:796][  0]LogWindows: Error: [Callstack] 0x00007ff7613c5bba UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
[2019.10.18-00.04.53:796][  0]LogWindows: Error: [Callstack] 0x00007ff7613d3dac UE4Editor.exe!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
[2019.10.18-00.04.53:796][  0]LogWindows: Error: [Callstack] 0x00007ff7613d5aaa UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
[2019.10.18-00.04.53:796][  0]LogWindows: Error: [Callstack] 0x00007ffacacb7bd4 KERNEL32.DLL!UnknownFunction []
[2019.10.18-00.04.53:796][  0]LogWindows: Error: [Callstack] 0x00007ffacbc2ced1 ntdll.dll!UnknownFunction []
[2019.10.18-00.04.53:796][  0]LogWindows: Error: 
[2019.10.18-00.04.53:812][  0]LogExit: Executing StaticShutdownAfterError
[2019.10.18-00.04.53:839][  0]LogWindows: FPlatformMisc::RequestExit(1)
[2019.10.18-00.04.53:850][  0]Log file closed, 10/17/19 19:04:53

Edited with symbols loaded

Could you download debug symbols (you do that in launcher in installation options)? it will reviel function names in call stack

Issue was with my code where I had to explicitly define each shader type rather than using a macro which I was doing in the past. That allowed unreal to define all the shaders for the engine and could then be utilized easily.