Knowledge Base: Primer: Loading Content and Pak Files at Runtime

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”