how to load pak (import form fbx file)

hi guys.
i load a .pak file which import form .fbx , lost textures and Materials but if i drag to viewport is work fine. so can u get me some ideas?

the setup is:

  1. import the .fbx file ( import success)

  1. drag to viewport ( success)

3.make a pak file (success)

command is :
UnrealPak.exe F:\01.pak D:\PAKProject\Content\testFBX\1*

4.load pak to show (not work,lost textures and other)

my load code is :

IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
	FPakPlatformFile* PakPlatformFile = new FPakPlatformFile();
	PakPlatformFile->Initialize(&PlatformFile, TEXT(""));
	FPlatformFileManager::Get().SetPlatformFile(*PakPlatformFile);

	const FString PakFilename = TEXT("F:\\01.pak"); 
	FPakFile PakFile(&PlatformFile,*PakFilename, false);

	const FString MountPoint(FPaths::EngineContentDir());
	PakFile.SetMountPoint(*MountPoint);

	if (!PakPlatformFile->Mount(*PakFilename, 0, *MountPoint))
	{
		UE_LOG(LogClass, Warning, TEXT("Mount failed"));
	return;
	}

	TArray<FString> FileList;
	PakFile.FindFilesAtPath(FileList, *PakFile.GetMountPoint(), true, false, true);
	FStreamableManager StreamableManager;

	// Static load object
	FString AssetName = FileList[0];
	FString AssetShortName = FPackageName::GetShortName(AssetName);
	FString LeftStr;
	FString RightStr;
	AssetShortName.Split(TEXT("."), &LeftStr, &RightStr);
	AssetName = TEXT("/Engine/") + LeftStr + TEXT(".") + LeftStr;
	FStringAssetReference Reference = AssetName;

	for (auto f : FileList)
	{
		AssetShortName = FPackageName::GetShortName(f);
		LeftStr;
		RightStr;
		AssetShortName.Split(TEXT("."), &LeftStr, &RightStr);
		AssetName = TEXT("/Engine/") + LeftStr + TEXT(".") + LeftStr;
		FStringAssetReference r = AssetName;
		if (false == f.Equals(FileList[0]))
		{
			UObject* LoadObject = StreamableManager.LoadSynchronous(r, true);
		}
	}

	UStaticMesh *LoadObject = Cast<UStaticMesh>(StreamableManager.LoadSynchronous(Reference, true));
	if (LoadObject != nullptr)
	{
		UE_LOG(LogClass, Warning, TEXT("LoadPakFile Object load Success..."));
	}
	else
	{
		UE_LOG(LogClass, Warning, TEXT("LoadPakFile Can't load asset..."));
	}

	if (LoadObject != nullptr)
	{
		UE_LOG(LogTemp, Warning, TEXT("successs---------- "));
		TestActor = GetWorld()->SpawnActor<AStaticMeshActor>(
			AStaticMeshActor::StaticClass(),
			FTransform(
				FRotator::ZeroRotator, FVector(-600, 360, 170), FVector(1, 1, 1)
			)
			);

		if (TestActor != NULL && !TestActor->IsPendingKill() && TestActor->IsValidLowLevel())
		{
			TestActor->GetStaticMeshComponent()->SetStaticMesh(LoadObject);
		}
	}
	else {
		GEngine->AddOnScreenDebugMessage(-1, 50.f, FColor::Red, TEXT("null"));
	}

Hi guys , I fix the error .

why cannot load success? because the error Mount Point ,the pak command must be like:

UnrealPAK.exe 
D:/A.pak 
-create=D:/A_Paklist.txt 
-encryptionini
-platform=Windows
-installed
-UTF8Output
-multiprocess
-patchpaddingalign=2048
-abslog=D:/A.log

and the Mount Point is can be the PAK file fullPath , and the FStringAssetReference is the reference in UE4 (you can get it at RIGHT MOUSE KEY at UE4 Editor Content Browers)