No call stack in cooked game

We are currently experiencing this issue with our project on 4.10.4 and I am posting here as a last resort to try to resolve this issue.

When we build and cook our dedicated server using

RunUAT.bat BuildCookRun -project=${basedir} -build -cook -server -serverconfig=Development -noclient -NoP4 -pak -crashreporter -stage -serverplatform=Win64 -stagingdirectory=${basedir}\..\Build -archive -archivedirectory=${basedir}\${dist.path}

no call stacks are ever shown for a crash. There is just an empty space left in a log after an assertion.

For example:

[2016.03.12-01.21.29:448][  0]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2016.03.12-01.21.29:636][  0]LogWindows:Error: === Critical error: ===
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Q:\Programming\UE4\ue4_engine_ryan\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678] 
Array index out of bounds: 0 from an array of size 0




[2016.03.12-01.21.29:637][  0]LogExit: Executing StaticShutdownAfterError
[2016.03.12-01.21.29:641][  0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.03.12-01.21.29:644][  0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.03.12-01.21.29:646][  0]LogWindows: FPlatformMisc::RequestExit(1)
[2016.03.12-01.21.29:646][  0]Log file closed, 03/11/16 20:21:29

However, when building the server through visual studio and cooking through the editor, a call stack is shown in that empty space for the exact same error.

Is there a step that we are missing when building and cooking the dedicated server?
This is also happening in the packaged version of the client as well.

Thanks

Was hoping that 4.11 would fix this issue, but it’s still happening after updating. Anyone have any ideas how to fix this?

I am seeing a very similar issue in UE 4.11.2 but when running UAT to actually cook the data and a crash occurring.

Copying the project pdb files into Engine/Intermediate/Symbols/ and setting the LocalSymbolStore to a location where the ucrt and other Microsoft symbol pdb files have been downloaded did not fix the issue - the call stack in the log is still just a bunch of blank lines.

From https://docs.unrealengine.com/latest/INT/Programming/Development/Tools/SymbolDebugger/index.html :

[Engine.CrashDebugHelper]
LocalSymbolStore=d:/Symbols/UE4