I encountered a strange problem, Static mesh texture at runtime exception in win64.

Thanks for you
IPlatformFile& InnerPlatform = FPlatformFileManager::Get().GetPlatformFile();
FPakPlatformFile* PakPlatform = new FPakPlatformFile();
PakPlatform->Initialize(&InnerPlatform, TEXT(“”));
FPlatformFileManager::Get().SetPlatformFile(*PakPlatform);
UE_LOG(LogGame, Warning, TEXT("IndexExpansionContent"));
#if PLATFORM_ANDROID
//GFilePathBase UE4Game
FString InFeaturePackPath = TEXT(“Content/RestrictedAssets/Pak/MyAssetPak.pak”);
#else
FString InFeaturePackPath = FPaths::GameContentDir() + TEXT(“RestrictedAssets/Pak/MyAssetPak.pak”);
#endif
if (FCoreDelegates::OnMountPak.IsBound())
{
//PakPlatform->Mount(*InFeaturePackPath, 4, *FPaths::GameContentDir());
FCoreDelegates::OnMountPak.Execute(InFeaturePackPath, 4);
}
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *FPaths::GameContentDir());
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *InFeaturePackPath);
UE_LOG(LogGame, Warning, TEXT(“OnMountPak”));
UStaticMesh* objX = Cast<UStaticMesh>(StaticLoadObject(UStaticMesh::StaticClass(), nullptr, TEXT("StaticMesh'/Game/RestrictedAssets/Fbx/baijian5.baijian5'")));
UE_LOG(LogGame, Warning, TEXT("StaticLoadObject objX"));
AStaticMeshActor* actor = GetWorld()->SpawnActor<AStaticMeshActor>(FVector::ZeroVector, FRotator::ZeroRotator);
actor->GetStaticMeshComponent()->Mobility = EComponentMobility::Movable;
actor->GetStaticMeshComponent()->SetStaticMesh(objX);