Driver crash in nvwgf2umx.dll when Callable Ray Tracing shaders are added to RT PSO

A crash on CreateStateObject call when RT PSO contains callable shader. DX 12 validation layer emits no errors.

What could be the reason?

Exception thrown at 0x00007FF9FC41475B (nvwgf2umx.dll) in PathFinder.exe: 0xC0000005: Access violation reading location 0x0000000000000008.

RTX 2070 Super. Driver version 442.74, DHC

Callstack:
nvwgf2umx.dll!00007ff9fc41475b()
nvwgf2umx.dll!00007ff9fc41636e()
nvwgf2umx.dll!00007ff9fb8900b0()
nvwgf2umx.dll!00007ff9fb890c7f()
nvwgf2umx.dll!00007ff9fb890f55()
nvwgf2umx.dll!00007ff9fb88da9f()
nvwgf2umx.dll!00007ff9fb88d6bf()
nvwgf2umx.dll!00007ff9fb709efe()
D3D12.dll!CStateObject::FinalConstruct(struct CStateObject::TConstructorArgs const &)
D3D12.dll!CDevice::CreateLayeredChild()
D3D12.dll!CBridgeImpl<struct ID3D12LayeredDevice,struct ID3D12LayeredDevice,class CLayeredObject >::CreateLayeredChild(unsigned int,void const *,unsigned __int64,struct ID3D12LayeredUseCounted *,struct _GUID const &,void * *)
d3d12SDKLayers.dll!NDebug::CDeviceChild::FinalConstruct(enum ED3D12DeviceChildType,struct SLayeredArgs const *,unsigned __int64,unsigned __int64,struct ID3D12LayeredUseCounted *,struct _GUID const &)
d3d12SDKLayers.dll!CLayeredObject::CreateInstance(struct NDebug::CStateObject::TConstructorArgs const &,void *,void *,struct _GUID const &,void * *)
d3d12SDKLayers.dll!NDebug::CDevice::CreateLayeredChild(unsigned int,void const *,unsigned __int64,struct ID3D12LayeredUseCounted *,struct _GUID const &,void * *)
D3D12.dll!NOutermost::CDevice::CreateLayeredChild()
D3D12.dll!CDevice::CreateStateObject(struct D3D12_STATE_OBJECT_DESC const *,struct _GUID const &,void * *)
d3d12SDKLayers.dll!NDebug::CDevice::CreateStateObject(struct D3D12_STATE_OBJECT_DESC const *,struct _GUID const &,void * *)
PathFinder.exe!HAL::RayTracingPipelineState::Compile()
PathFinder.exe!PathFinder::PipelineStateManager::CompileRayTracingState(PathFinder::PipelineStateManager::RayTracingStateWrapper & stateWrapper, Foundation::Name psoName)
PathFinder.exe!PathFinder::PipelineStateManager::CompileSignaturesAndStates()
PathFinder.exe!PathFinder::RenderEnginePathFinder::RenderPassContentMediator::ScheduleAndAllocatePipelineResources()
PathFinder.exe!main(int argc, char * * argv)

I had 0 MaxAttributeSizeInBytes in D3D12_RAYTRACING_SHADER_CONFIG. DX validation layer didn’t complain and the program worked until I added Callable shader. Setting this value to something above zero fixed the problem.
For the record, I didn’t need any attributes, because I was tracing shadows, no barycentrics or other attributes needed, that’s why I’ve set it to 0.