- You can't create / materialize something that isn't listed as a "melee weapon" without extra invocations.
- There are "melee weapon" weapons that have the Thrown property, like daggers and spears, and you can create one of those out of thin air as your Pact Weapon as an Action, and then throw it with +Cha hit/damage (from Hex Warrior) with another Action. (And then go pick it up, or spend another action to summon another.)
- You can use Hex Warrior (+Cha) with a ranged 2h weapon like a longbow or heavy crossbow if you have a magic one that you do the ritual over to make into your Pact Weapon, otherwise not without extra invocations.
- You can use Hex Warrior (+Cha) with a ranged 1h weapon like a Hand Crossbow, Blowgun, Dart, Sling, Net (non-damaging), without even taking Pact of the Blade. As a Hexblade, you're proficient with martial weapons. You still can't summon / create one with Pact of the Blade. The no-2h limit prevents this from working with Light/Heavy Crossbow or any regular Bow.
Only the first point really answers your specific question, but they're highly related and may help understand exactly what the interaction of these separate features does/doesn't allow.
Explanation / justification of those points:
I think what's intended is to say that the two-handed property restriction does not apply.
Correct, any weapon you materialize as (or make into) your Pact Weapon works with Hex Warrior (+Cha instead of +Str or +Dex). So it bypasses the restriction against 2h weapons for Hex Warrior. But does not remove the "melee" weapon restriction for materializing a Pact Weapons.
Interestingly, if you have an existing magic weapon of any kind, including a bow, you can make it into your Pact Weapon, and thus use Hex Warrior with it for +Cha hit/damage.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. [...]
Notice the lack of mention of "melee" weapon in this paragraph, so you can definitely make it your pact weapon.
Does the Hexblade Warlock's Hex Warrior feature apply to a magic weapon that is transformed into your Pact Weapon? argues that the "this benefit extends to every pact weapon you conjure with that feature" wording in Hex Warrior applies even to pre-existing magical weapons that you made into your Pact Weapon. (Perhaps not artifact / sentient ranged weapons, though, since you can't dismiss / summon them even if you bond one as a Pact Weapon.)
Thematically it's cool and believable that a Hexblade / Pact of the Blade gets extra benefits from a magical weapon.
Hand Crossbow and other 1h ranged weapons
Notice that Hex Warrior alone says:
Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
That no-2h is the only requirement. No mention of being a "melee weapon", or getting the bonus only for "melee attacks". It can't be a Pact Weapon because these are not melee weapons (unless you have a magic one and make it your Pact Weapon as above), so you can't summon these from thin air. Even if you could, it would still need ammo. You will have to carry one around with you, along with ammo.
All of the following are ranged weapons without the Two-handed property:
- Hand Crossbow ranged weapon (martial, crossbow): 1d6 30/120, properties: Light, Loading, Range
- Blowgun ranged weapon (martial, blowgun): 25/100, props: Loading, Range
- Dart ranged weapon (simple): 1d4 20/60, props: Finesse, Range, Thrown
- Sling ranged weapon (simple, sling): 1d4 30/120 props: Range
- Net ranged weapon (martial, net) no damage listed 5/15 props: Range, Thrown
Melee Pact Weapons you can throw
You can throw your pact weapon. It disappears if it's more than 5ft from you for more than 1 minute, so that's no obstacle to throwing. It can be any "melee weapon".
Since it's a Pact Weapon, you automatically get to use Hex Warrior with it, although there aren't any "Two-handed, Thrown" weapons. I searched Roll20's 5e SRD item database for melee weapons with the Thrown property, and none of them also had Two-handed. Spear is Versatile, so you can use two hands while making melee attacks with it, but you could do that (and still use Hex Warrior's +Cha instead of +Str) with a mundane spear you had with you, because the rule doesn't say you can't use both hands on a Versatile weapon, it says the weapon can't have the Two-handed property.
This is of course of limited utility because it takes an Action to summon a Pact Weapon. And unless you walk over to it after throwing (to pick it up with a free object interaction), you don't have it anymore after throwing it.
You're much better off using a hand crossbow or carrying multiple hand axes, light hammers, javelins, or even darts, than to spend every other Action on summoning a new weapon.