Some problem about mount the PAK file in Unreal4?

Hello, I want to mount the pak( the pak include the skeletal mesh) in runtime, to make unreal standalone game can import the skeletal mesh to exchange the game Character.

I am newhand in unreal4 C++.
I already saw different tutorial in answerhub said that use the class IPlatformFile and FPakPlatformFile to mount the pak. But when I type these code in my .h file, the unreal cannot find FPakPlatformFile class, so can not create the
PakPlatform object.

IPlatformFile&    PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
 FPakPlatformFile* PakPlatform  = new FPakPlatformFile();   
 PakPlatform->Initialize(&PlatformFile, TEXT(""));
 FPlatformFileManager::Get().SetPlatformFile( *PakPlatform );

I already put these “PakFile”,“StreamingFile” in the PublicDependencyModuleNames.AddRange in the Build.cs file.
What should I do? What wrong do I have?

Thank you very much.

Otherwise I want to ask is it can use the unreal 4 in command prompt to import the FBX in the editor to make the FBX
transform to uasset? or Have other way to make the FBX transform to uasset?

Because my idea is make the FBX transform to uasset, then transform to coded pak, finally can make the game automatically import this pak file in the game to change the game Character.

Before this idea, I already try to use the assimp library to import the FBX in runtime in the unreal4, but I only success to transform the FBX to procedural mesh, I can not find anyway can import the FBX skeletal mesh in unreal4, is it anyone do this before?? Thank you very much.