UE Crashes when using compute shaders

Actually, let me be a bit more detailed, while also providing some of my own suspicions:

Here’s the code that dispatches the compute shader. In 4.5 I got an error in GetGlobalShaderMap, so I worked around it using GetMaxRHIFeatureLevel(), as can be seen below:

ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
	Compute,
	FUnorderedAccessViewRHIRef&, data_uav, data_uav,
	dreng_cs_params&, parameters, parameters,
	{

	TShaderMapRef<FDrengCS> test_cs(GetGlobalShaderMap(GetMaxRHIFeatureLevel()));
	//TShaderMapRef<FDrengCS> test_cs(GetGlobalShaderMap());
	
	FComputeShaderRHIParamRef cs_ref = test_cs->GetComputeShader();

	RHICmdList.SetComputeShader(cs_ref);

	if (test_cs->RWBuffer.IsBound()){
		RHICmdList.SetUAVParameter(cs_ref, test_cs->RWBuffer.GetBaseIndex(), data_uav);
	}

	test_cs->set_uniform_buffers(RHICmdList, parameters);

	RHICmdList.DispatchComputeShader(32, 32, 1);

	test_cs->unbind_buffers(RHICmdList);
	
	}
);

Another possible reason for the crash is that I’m using this code directly in the Tick function of an Actor. Could there be some limitation in that aspect?