Getting new images into packaged build in runtime

I am looking forward for a way to give the user to select images from his system during runtime, which may be used as texture.
Is there a way to browse system files and select specific files on a packaged build, like could give the user to select any image from his system which would be applied on a plane or something as texture.
Thanks in advance.

the stock engine has no blueprint node for a native file dialog, its c++ only, so the usual fixes freeze the game thread or the dialog opens behind your borderless window.

manual route would be a small c++ class calling the DesktopPlatform OpenFileDialog with the right parent window handle, then decode the png at runtime with the ImageWrapper module into a UTexture2D, the import-file-as-texture node is editor only so it wont fly in a shipped build.

if you want to stay blueprint only, Async Runtime File Dialog, a native file picker plugin for Unreal Engine 5, does open/save/folder dialogs as async nodes with dynamic filters (PNG only fits your images case), working in packaged builds, and On Selected hands you the path for the decode step: Async Runtime File Dialog — Native OS File Picker for Blueprints | Fab