Pak file not loading automatically at launch

OK, apparently it doesn’t load paks automatically, I managed to load my pak at runtime, and list it’s content with this: (Very Ugly code, don’t use it as is, it logs everything and shows screen messages, works in 4.12.5)

// Load Pak
void AFireStarterGameMode::LoadPakFile(FString Path)
{
	if (FCoreDelegates::OnMountPak.IsBound()) {
		FCoreDelegates::OnMountPak.Execute(Path, 3, nullptr); //Number should be 0-4; specifies search order
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Pak should be loaded"));
	}
	else
	{
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Is not Bound"));
	}

	IPlatformFile& InnerPlatformFile = FPlatformFileManager::Get().GetPlatformFile();

	FPakPlatformFile* PakPlatformFile = new FPakPlatformFile();
	PakPlatformFile->Initialize(&InnerPlatformFile, TEXT(""));

	//PakPlatformFile->Mount(*PakToLoad, 0, *(Path)); // Not Original

	TArray<FPakPlatformFile::FPakListEntry> MountedPaks;
	PakPlatformFile->GetMountedPaks(MountedPaks);

	UE_LOG(LogTemp, Warning, TEXT("Befroe Scan Loop"));
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Before Scan Loop"));
	//ignore first pak, because it is default game pak and we don't need iterate over it
	for (int32 i = 0; i < MountedPaks.Num(); i++)
	{
		UE_LOG(LogTemp, Warning, TEXT("OnePack"));
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("OnePack"));
		const FPakPlatformFile::FPakListEntry& mountedPak = MountedPaks[i];
		const TMap<FString, FPakDirectory>& pakDirectoryMap = mountedPak.PakFile->GetIndex();

		for (TMap<FString, FPakDirectory>::TConstIterator It(pakDirectoryMap); It; ++It)
		{
			FString Key = It.Key();
			const FPakDirectory& Val = It.Value();

			for (FPakDirectory::TConstIterator It2(Val); It2; ++It2)
			{
				FString Key2 = It2.Key();
				FPakEntry* pakEntry = It2.Value();

				//if (Key2.Contains(TEXT(".umap")))
				//{
					UE_LOG(LogTemp, Warning, TEXT("OneFile"));
					GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("OneFile"));
					//this is where you will get map name of course if your map have *.umap extension:)
					Key2 = Key2;
					UE_LOG(LogTemp, Warning, TEXT("File: %s"),*Key2);
					GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red,TEXT("File: " + Key2));
				//}
			}
		}
	}
}