load old version pak file fail

I use 4.19 to load pak file packed by 4.13,Is there something wrong? The error is:

LogPakFile: Error: Attempted seek using thread-specific pak file reader on the wrong thread. Reader for thread 12481 used by thread 10592.
LogPakFile: Error: Attempted serialize using thread-specific pak file reader on the wrong thread. Reader for thread 12481 used by thread 10592.

m_PPakPlatform = new FPakPlatformFile;
m_PInnerPlatform = &FPlatformFileManager::Get().GetPlatformFile();
m_PPakPlatform->Initialize(m_PInnerPlatform, TEXT(""));
m_PPakPlatform->InitializeNewAsyncIO();
FPlatformFileManager::Get().SetPlatformFile(*m_PPakPlatform);

FString pakFilePath = FPaths::GameContentDir() + TEXT("Models/uncooked/4f921108d13911e4879a00163e021ee1.pak");
    		FPakFile PakFile(m_PPakPlatform, *pakFilePath, false);
    		if (!PakFile.IsValid()) {
    			GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red,
    				"Invalid pak file: " + pakFilePath);
    			return;
    		}
    
    		FString MountingPath = FPaths::GameContentDir() + TEXT("4f921108d13911e4879a00163e021ee1") + "/";
    		FPaths::MakeStandardFilename(MountingPath);
    		PakFile.SetMountPoint(*MountingPath);
    		if (!m_PPakPlatform->Mount(*pakFilePath, 0,
    			*MountingPath)) {
    			GEngine->AddOnScreenDebugMessage(
    				-1, 5.f, FColor::Red, "Failed to mount pak file: " + pakFilePath);
    			return;
    		}
    
    		TSet<FString> fileList;
    		PakFile.FindFilesAtPath(fileList, *PakFile.GetMountPoint(), true, false,
    			true);
    
    		UE_LOG(LogTemp, Warning, TEXT("------------------"));
    		for (FString File : fileList.Array())
    		{			
    			FString AssetPath;
    			if (File.EndsWith(FPackageName::GetAssetPackageExtension()) ||
    				File.EndsWith(FPackageName::GetMapPackageExtension())) {
    				FString assetShortName = FPackageName::GetShortName(File);
    				assetShortName.RemoveFromEnd(FPackageName::GetAssetPackageExtension());
    
    				AssetPath = FString(TEXT("/Game/")) + TEXT("4f921108d13911e4879a00163e021ee1") + TEXT("/") + assetShortName + TEXT(".") +
    					assetShortName;
    			}
    			UObject* Object = LoadObject<UObject>(nullptr, *AssetPath);
    			if (Object)
    			{
    				UE_LOG(LogTemp, Warning, TEXT("Object:%s"), *Object->GetName());
    			}
    		}