Yeah It is posible, you need to include PakFileUtilities into Build.cs and use ExecuteUnrealPak from PakFileUtilities.cpp. You can extract paks and create paks.
For example I use the following command to create a pak
FString cmd = “-Unrealpack "full path of the pak file to create" -create = "path of txt containing the list of files with its respective mount point of each file"”
ExecuteUnrealPak(*cmd);
And an example of one file described in the txt can be:
“c:\imagen.png” “…/…/…/Game/imagen.png”