Open/Save File dialog at runtime

Hi, thanks! I don’t remember how I got all those #includes, but now that you mention it, I know that at least a few of them must have come from my attempts to get the strings smoothly converted from FString (used by UE4 blueprints) to LPCWSTR (used by the file type filter). Visual Studio’s code suggestion doesn’t work well with UE4’s c++, and I’m not very proficient in c++ so I’m often #including through guess work. You’re most certainly better off without them if your code still runs. Thanks for the corrections.

I’m guessing #include "HideWindowsPlatformTypes.h" helps the code run on non-windows environments? https://answers.unrealengine.com/questions/27560/trouble-using-windows-includes-with-dword-int.html